Unending Watch - Dead Man's Fingers
After Dark Gaming LLC
A steampunk extraction survival game built on brutal melee combat and constant tension. No guns—only heavy strikes, smart counters, and raw survival. Enemies hunt, adapt, and ambush. The world shifts mid-run. Extract with loot… or be claimed by the dark.
System Requirements
Minimum Requirements
Recommended Requirements
About This Game
This is a steampunk extraction-driven experience built around tension, survival, and brutal close-quarters combat. Every run is a risk—what you bring in, what you extract with, and what hunts you along the way is never guaranteed.
Brutal Close-Combat Fighting
Combat is intimate, heavy, and physical. Every swing has weight. Every hit matters. There are no firearms—combat is built entirely around close-range weapons designed to feel raw, desperate, and punishing.
Players can:
• Chain heavy strikes and fast attacks
• Perform timed counters and defensive maneuvers
• Stagger, overwhelm, or crush enemies through positioning and momentum
Combat rewards awareness, timing, and aggression—not button-mashing.
Intelligent, Unpredictable Enemies
Enemies are not scripted targets. They think, react, and adapt.
• Enemies can hide, stalk, and ambush, using the environment to their advantage
• They make judgment-based decisions—retreating, flanking, or pressing an attack depending on the situation
• Darkness, sound, and player behavior influence how enemies respond
You’re not just fighting monsters—you’re being hunted.
Dynamic Environments
The world itself is unstable and hostile.
• Destructible walls and structures can open new paths—or new threats
• Environments can change mid-run, altering layouts, sightlines, and safe zones
• Player actions may permanently affect the level during an extraction attempt
No two runs feel the same, even in familiar locations.
Boss Encounters
Certain areas contain rare, high-threat bosses that may appear under specific conditions.
• Bosses are not guaranteed to spawn
• Encountering one is a high-risk, high-reward situation
• Choosing to engage—or escape—is always the player’s decision
These encounters are meant to feel dangerous, unexpected, and unforgettable.
Fear System (Planned Feature)
A Fear Meter will be introduced later in development and demonstrated to players.
• Fear builds through isolation, damage, enemy proximity, and environmental pressure
• High fear may impact perception, decision-making, or combat effectiveness
• Managing fear becomes part of survival, not just combat
The goal is to make tension a mechanic, not just a mood.
Tools of Survival
Players have access to a wide range of brutal, improvised tools:
• Multiple melee weapon types, each with unique strengths and combat styles
• Grenades built for disruption, area denial, or crowd control
• Traps that can slow, damage, lure, or manipulate enemies
Preparation matters—but improvisation is often the difference between extraction and death.
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