Plague Run
A virus has emptied the city and turned its animals violent. You play a young sewer rat who survived the outbreak underground — and who has found the first clue that an antidote exists. Four zones stand between the drainage tunnels and the laboratory that made it.
The story
Nobody is coming to help.
The outbreak took the city in days. Animals turned first, then people, and the streets went quiet in a way streets never do. A young rat survives it by being underground when it happens, and stays alive down there by being small, fast and careful.
Scavenging for food in a flooded chamber, it finds something that does not belong in a sewer: records of an experimental antidote, developed in a research laboratory outside the city and never delivered. The infection is still spreading. Whatever is left of that laboratory is a long way up and a long way out.
The route runs through abandoned sewers, a deserted Nigerian neighbourhood, the outskirts beyond it, and finally into the facility itself — where the first creature the virus ever touched is still waiting.
Survival
Three meters, always running.
Health
Spent by contact with the infected and by hazards. Restored by food you have to go looking for.
Stamina
Spent by sprinting, climbing and swimming. Refills when you stop — which is not always an option.
Infection
Rises near the infected and does not fall on its own. Managing it is what crafting is for.
Crafting
Scavenged junk becomes the things that hold the infection back. What you pick up in a zone is what you have to work with in it.
Modes
Three ways to play it.
Story
Four zones, gated by XP and by the one item that opens the next: an exit key, a security pass, an access card. The tutorial is the opening level rather than a screen of instructions — you learn to walk, climb, crawl, hide and sniff by needing to.
Challenge
Fixed survival scenarios against the clock, for players who want the pressure without the campaign wrapped around it.
Endless Escape
Procedurally generated sewer sections that keep coming until you are caught. Scored, ranked, and different every run.
Progression
XP opens the door. An item unlocks it.
Each zone needs two things: enough experience to have earned the trip, and the one object that physically opens the way through. You can grind the XP anywhere, but the key, the pass and the card each sit somewhere specific.
- The Sewers
- 0 XP · Starting area
- City Streets
- 500 XP · Sewer Exit Key
- The Outskirts
- 1000 XP · Security Pass
- Scientific Laboratory
- 1500 XP · Laboratory Access Card
Specification
Built for the phone in your hand.
- Platforms
- iOS 16+ and Android 10+, portrait touch controls with optional controller support
- Minimum
- iPhone XR · Android with 4 GB RAM, Snapdragon 720G class
- Recommended
- iPhone 15 or newer · Android with 8 GB RAM, Snapdragon 8 Gen 2 class
- Camera
- 2.5D side-scrolling with a cinematic rig — zooms for bosses, shakes for explosions, smooth transitions between areas
- Controls
- Movement stick on the left; jump, sprint, interact, attack, inventory and sniff on the right. Fully customisable.
- Network
- Not required to play. Used only for cloud saves, leaderboards, daily challenges and achievement sync.
- Art direction
- Stylised semi-realistic, hand-painted textures, dark environments cut with toxic colour, dynamic weather and particles
- Audience
- Ages 13–35. For players who liked Little Nightmares, INSIDE, Limbo, Leo’s Fortune and Badland.
In development. Devlog and a release window to follow.