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A washed-up shock-jock laughs off one last caller, and his fog-choked mill town slides into Hell. Undercarrier is a fast, loud first-person shooter: arena fights at full speed, small-town fog and dread, a roguelite run carried from map to map, and a radio that hears what's coming.
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Match strength key:80+65+50+<50Undercarrier
SteamAbout 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.
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