• 4 zones
  • 2 bosses
  • One route out

The world

Four interconnected zones, each with its own palette, its own threats and its own reason to be frightening. The route only runs one way: up, and out.

01

The Sewers

Starting area · Open

Rusted pipes, drainage tunnels and flooded chambers beneath a city that has gone quiet. Toxic sludge pools in the low ground and broken machinery blocks the obvious routes, but there is enough floating debris to cross a chamber if you read it right. This is where you learn to move, and where the game teaches you without ever stopping to explain.

  • Infected rats
  • Sewer spiders
  • Mutant frogs
  • Crawling through pipes
  • First environmental puzzles
  • Hiding from the infected
Palette — Green, brown, rusty orange

BossThe Nest Mother

Zone detail

02

City Streets

500 XP · Sewer Exit Key

You come up into narrow alleyways and concrete drainage channels, past shuttered kiosks and market stalls nobody came back for, and danfo buses parked where they stopped. The route moves upward here — rooftops, and the overhead wires strung between them, which are both the fastest way across and the most exposed.

  • Stray dogs
  • Infected crows
  • Rooftop traversal
  • Crossing electrical wires
  • Evading pursuit at height
Palette — Grey, blue, yellow street lights

PressureHeight and exposure

Zone detail

03

The Outskirts

1000 XP · Security Pass

Tall grass, abandoned fuel stations, broken road and empty checkpoints, with farmland running off either side. The cover thins out and the sightlines open up. Stealth sections run longer here because there is simply further to go between places worth hiding in, and the things chasing you are faster than anything underground.

  • Faster infected
  • Environmental hazards
  • Longer stealth sections
  • Open environments
  • Route choice over open ground
Palette — Green grass, dusty roads, warm sunset

PressureNowhere to hide

Zone detail

04

Scientific Laboratory

1500 XP · Laboratory Access Card

Sterile corridors, research chambers, cryogenic storage and containment units that were never meant to be opened from the outside. The security systems still have power. So does whatever the facility was holding when the staff stopped coming in — including the first creature the virus ever touched.

  • Elite infected
  • Environmental traps
  • Active security
  • High-security puzzles
  • Trap navigation
  • Crafting the antidote
Palette — White, blue, silver, neon green

BossThe Alpha Infected

Zone detail

Art direction

Dark, cut with toxic colour.

The look is stylised semi-realistic, closer to a cinematic animated film than to pixel art: rich atmospheric lighting, hand-painted textures, and detailed environments that are mostly very dark, so the toxic greens and sodium yellows read as warnings rather than decoration.

Each zone owns a palette and holds to it, which is how you know at a glance how far you have come. Weather and particles are dynamic, so the same corridor does not look the same on a second run.