Party dungeon crawler
Early accessA first-person, grid-based party dungeon crawler, set in a datacenter that died generations ago and never switched off. It is a desktop game for Windows and macOS rather than a browser tab, with an account and cloud saves when you want them and offline play when you do not. In early access: unfinished, and playable now.
PC and Mac — a downloadable build, not a browser game
The old shape: a party you roll yourself, a grid you walk a square at a time, corridors drawn in first person, and fights that happen in the corridor you are standing in rather than on a separate screen. Turn-based, unhurried, and unforgiving about what you bring back.
The setting is the same world as the rest of the games here, later. The datacenters won, then broke down, and a nanite bloom got into everything that was left — metal, machines and people. Faraday is the town that survived it, shielded and grounded where a signal cannot reach; the dead facilities under it are where people go to scavenge, and the machines down there are still on shift.
It is 5E compatible, on rules adapted for a party that fights in ranks down a corridor instead of on a battle map, and every class, protocol and creature in it has been renamed and rewritten for this world.
You build a party of up to six in Faraday — rolled attributes, one of six classes each — and stand them in a formation: two rows, three or four abreast, front rank first. The front rank trades blows; the rank behind it shoots, runs protocols, and is only reached in melee once the front has fallen. The enemy stands the same way, in up to four groups.
Protocols are the casting. Some people came out of the bloom able to push what the nanites around them can do — current, heat, cold, other people’s nerves — and they run it through an interface rig powered from charge cells. Charge comes back on a full rest, and a full rest is not cheap to find down there.
Faraday is the safe base and the reason to come home. The Outfitter sells and buys, the clinic brings back the fallen and purges Nanite Load — the bloom building up in a body the longer and deeper it stays below — and levels earned underground are only taken on the first full rest back in town.
The freight lift is the way between them. It goes from Faraday to every sublevel the party has reached, and each sublevel is a hand-built floor of doors, keys, caches and traps with something at the bottom of it that has to fall before the lift will go any further down.
Six classes. The Breaker holds the front rank in the heaviest plating there is. The Ironblood has more hit points than anybody and an overdrive that halves what blades and blows can do to it. The Ghost picks locks and strikes where an ally has an enemy busy. The Scav shoots, tracks and reads a facility’s plant like a map. The Mender keeps the party alive. The Codewright runs the widest set of protocols, written down in a codebase.
127 protocols across six tiers, from routines that cost no charge at all to the few at the top that put a whole party back on its feet. 57 enemies, from scavenger gangs and rust-eating hounds to the machines that were never told to stop.
Six sublevels, every one built by hand. Sublevel 1, Hall C, the working floor where the people were, offices and server halls left as they were the afternoon the money stopped. Sublevel 2, the Power Plant underneath it, which kept everything above it alive and is still switched on. Sublevel 3, Hall D, the coolant plant, flooded and run by what lives in the pumps. Sublevel 4, the Cold Archive, tape and glass and frost. Sublevel 5, Containment and Air, sealed pods and the ducts between them. Sublevel 6, the Furnace. More are being built.
40 of the 57, rendered out of the game one at a time in its own light. Each is a figure that stands in a corridor and fights there, and each caption says where the model came from: 37 of them are original designs by Geiger Enterprises.
The boss of Sublevel 1. A mutant grown huge in the flooded pit of the freight lift, antlered and with a second mouth in its gut. Model: Mixamo (Adobe).
The boss of Sublevel 2. A relay-class outpost of the power grid’s Core Intelligence, poured into the site’s old containment armour: a suit of spiked plate that nobody has worn in years, fists welded into maces, arcing at every joint. Model: “Iron Juggernaut Game Ready FREE” by IronSpearStudio (CGTrader), re-rigged.
The boss of Sublevel 3. A node-class outpost of the coolant plant’s Core Intelligence, grown into the primary reservoir’s intake: a black hull of pump housings and valve arms rising out of the coolant on a column of pipe, a green glow deep in its barred mouth. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
The boss of Sublevel 4. A node-class outpost of the cryo-storage Core Intelligence, grown into the archive’s deep-freeze: a white-rimed hull of compressor housings and robot gantry arms hanging from the vault’s rails, breathing frost. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
The cold archive’s shelf warden: a tall frame of shelving steel on four stout legs, built to lift a full tape magazine and set it down without a jolt, still keeping the vault it was keyed to. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A black, tarry flood of bloom that dissolves armour and splits when cut or shocked. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A hulking, surprisingly quiet heavy who waits behind doors. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A heap of live cabling that shambles on its own current. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A living tangle of cable that drops out of the ceiling trays onto whoever walks under. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A squat, many-legged mutant whose eyes broadcast a trigger to dormant nanites in flesh, calcifying it. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A runaway spot-cooler hovering on its own fans. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
Keeper of a shrine built around a still-humming server. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Coolant that the plant’s nanites hold in a standing wave, glycol-green and cold, that rolls through the pump rooms. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A small, tough loner who lives in the cable crawlways and wants to be left alone. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A body preserved for decades in a coolant bath, animated by a slow bloom. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A hovering cable-cutter whose job list never cleared: a spoked rotor ring over an armoured body, a red camera eye, and a spinning saw on its one arm. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
The plant’s last system administrator, or the process that still logs in as them: a dark shape in a lanyard that reaches into you and takes the access it needs. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A relay-class drain crawler the coolant’s AI runs through the reservoir’s gutters, low and black, sucking at the floor. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A looping recording of someone who died at their desk, given a hunger by the rogue net. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Runs a crew by being faster and nastier than any of them. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Drilled muscle in link mail and a riot shield. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A thrall whose bloom rewired it to feed. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A puddle of runaway assemblers that eats metal. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
Bones held together by nanite scaffolding that kept walking after the flesh was gone. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A husk that kept its mind and its old supervisor’s habits. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A glittering haze of free assemblers that flays skin. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A body the bloom took and kept. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A pre-collapse security contractor who never stopped guarding the site. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A rogue AI that rides human nervous systems. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Surface raiders with stimmed-up frames who came down for copper and stayed for the fighting. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A lab mutant whose nanite load rebuilds tissue as fast as you can cut it. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A security guard dog left running when the site was abandoned, rusted through and gone feral, still sniffing out the metal it was built to find. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged in Blender on Quaternius’s dog skeleton and clips (CC0).
A gang’s patch-up tech with a hand-soldered rig. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Undersized, underfed kids of the undercroft wearing scavenged hubcaps as shields. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A guard exoskeleton still walking its patrol with nobody inside. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A dark-adapted AI shard projected onto the walls, feeding on muscle signal. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A PA-system drone that learned which voices make people come closer. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
A mutant that grows a locker-shaped shell and waits for scavengers. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged and animated in Blender for the game.
Corridor squatters who string chains across a hallway and charge rent to pass. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
Born below the lowest lit floor, pale and flashlight-shy. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A believer who thinks the dead network is still listening and wants to be uploaded into it. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
A cult leader who preaches the upload and makes converts the hard way. Original design by Geiger Enterprises, made into a model with Tripo AI and rigged on Mixamo.
The paintings the game stands on: the title screen and the lift’s cover, both made for Darkfiber from its own art briefs.
The title screen: a salvager party at the head of a cold aisle, headlamps on, the racks still blinking.
The loading screen, and what the lift shows while the floor below is built.
The twelve portraits a party is rolled from. Salvagers, not soldiers — the bloom shows on some of them, as metallic threading and scar tissue that healed too well.
Painted portraits for the enemies that outgrew their cell on a monster sheet. The rest of the 41 are on the sheets in the game.
Models shown above. All but two are original designs by Geiger Enterprises, made into models with Tripo AI from the studio’s own art and rigged on Mixamo or in Blender for the game. The other two: the Relay Juggernaut is “Iron Juggernaut Game Ready FREE” by IronSpearStudio, from CGTrader under its royalty-free licence, re-rigged; the Pit Maw is a Mixamo character (Adobe). Most of the animations are Mixamo’s, used under Mixamo’s terms; the Rust Hound’s skeleton and clips are Quaternius’s (CC0).
Elsewhere in the game: props from KayKit Dungeon Remastered by Kay Lousberg and the Ultimate Modular Men Pack by Quaternius (both CC0); weapons and office props from CGTrader packs by draakzielvelit, r2detta, grantsj, RRFreelance and MartinSkch; lightning and fire shaders by Loop_Box and FencerDevLog (CC0).
Sound from the Sonniss GDC Game Audio Bundles and Kenney’s packs (CC0); the game’s credits screen names every recording, its library and its author.
Type: IBM Plex Mono and Oxanium, under the SIL Open Font License 1.1.
The portraits, monster sheets, title paintings, wordmark and icon were made for Darkfiber from its own art briefs. The posters on its walls are Hyperscaler’s. Everything else is built in code for the game.
The full list, file by file, is the Credits screen in the game.
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
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