About
One screen, one hand. Each system holds a value from 0 to 100 and drains on its own, and holding the cursor on one charges it back up while every system you are not touching keeps falling. The whole game is triage: which fire do I put out, which do I let ride, can I reach that one in time.Hitting zero does not kill you outright. A system at zero lights a 1.5 second meltdown fuse with a countdown alarm, and pulling it back above zero before the fuse burns out saves the run. That rule is why the deaths feel fair. The meltdown report afterwards names the system that failed, the cause, and every tool you still had in your pocket.Nights get wider rather than just faster. Night one is three systems draining at 4 per second, night seven is nine systems at 7.6 with a scripted boss leaning on the panel. Between nights you take one of three salvage upgrades, and the operator tells you a little more about what is under the floor at Site Zero.