Informazioni su Undercarrier
2:14 AM. KDRD 1340 AM. Line one.
A caller warns the station that something is wrong at the paper mill. Rick "Rattle" Rourke, the town's washed-up late-night shock-jock, laughs him off the air. By 3:02 the signal is dead, the fog is in the streets of Harlow Falls, and something underneath the station's carrier wave is wearing the town's dead like a coat.
The only way off the air is to fight through it.
Speed is survival
Undercarrier never asks you to hide. Dash, slide and double-jump through the fights, finish staggered enemies with a Sign-Off to tear health out of them, and time a swing on an incoming shot to send it back with Talkback. Fill the Static meter and go On Air to turn a losing fight around.
Bullet time
Slow the world to a quarter of its speed while you keep moving, aiming and shooting. Lunge at the enemy under your crosshair with a sprint attack and time snaps back as it lands, or parry incoming shots with Talkback in slow motion. In Viking Mode the same move is the Berserker Rush.
A town that keeps slipping
Between the fights the fog drifts through the streets. The radio crackles a warning before you see anything, payphones ring with callers who shouldn't still be alive, and mid-map the town can lurch into its rusted Otherworld during a Dead Air event.
Every run is different
Dynamic level runs build a new map every run. Each location keeps its hand-made set pieces, with their fights, tapes and secrets, and the generator joins them with streets and yards dressed in that location's style. Night Shift always uses them; tick Dynamic Maps to play the campaign that way.
A run carries from map to map. Tune Frequencies that change how you play, gamble on Cursed ones, carve Rune Marks into your arms, and spend Signal at the Request Line. Die and the run is over: the map restarts with a new layout seed, and your Signal waits where you fell.
Enemies that learn you
The Director watches how you fight. Camp a corner, strafe the same way every time or snipe from far away, and the next arenas answer it. You'll hear it first, on the scanner, from the other side.
Features
- Episode One, Graveyard Shift: a cold open (2:14 AM), six maps across Harlow Falls (Graveyard Shift, Dead Air Time, Static Motel, Blue Plate, Night Shift and Mill Town Anthem), a secret map to find, and the Foreman boss fight at the paper mill.
- Dynamic level runs: a new map every run, built from each location's hand-made set pieces, in Night Shift and, if you choose, the campaign.
- Bullet time: sprint-attack lunges and slow-motion parries, with its own Slow-Mo meter.
- Melee and guns: tire iron, mic stand, fire axe, service revolver, the Harlow .45 sidearm, pump shotgun, the Twin Sisters double-barrel, a rivet gun and the Frequency Cannon, plus pipe bombs, trip mines, a rebar saw and flares.
- Nine enemy types, each with its own tactics, from the Hisser packs, the fireball-throwing Ushers and the healing Nurses to the Choir, the Broadcasters and the Foreman.
- Explosive barrels and chain reactions.
- Viking Mode: play the whole episode hand-to-hand with fists, brass knuckles and rune gauntlets, the twin Dark Crescent blades and the Ruinbreaker hammer. Block, punch shots back, go Berserk.
- Night Shift: one-life runs across the episode, always on generated maps.
- Five difficulties named for radio formats, from Easy Listening to Dead Air.
- Story tapes, secrets, a UV lamp that reveals hidden messages, grades, par times and weapon mastery.
- An original Episode 1 soundtrack (14 tracks) and fully voiced call-ins.
- Fully remappable controls, full controller support and a Steam Deck preset (native 1280x800).
- 45 Steam achievements.