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We trust you'll be a great asset.
CELESTIAL BODY: 38 Tropena
POPULATION: 20,000+
CONDITIONS: Ever-expanding terrain.
FAUNA: Ecosystem bound to ruin your life.

HAZARD LEVEL: D

Lethal Company is a co-op horror comedy game developed by Zeekerss, creator of It Steals, The Upturned, and Dead Seater.

The game has up to 4 players playing as contracted workers for "the Company", having to explore various moons to collect scrap and sell it to reach the Company's profit quota within a limited period of time. The catch? Well, while the moons are long abandoned by humans, there are...other things in the dark that have taken their place, and pretty much all of them are hostile. So you and your friends scramble to get quota while a bunch of monsters try to kill you.

The game was released in early access on Steam on October 23, 2023.

No relation to Limbus Company and Lobotomy Corporation.


Lethal Company provides examples of:

  • Abandoned Area: The secret moon 5-Embrion is an abandoned testing ground for Old Birds. The moon is even stated to be "Abandoned" and "devoid of biological life", with the area being a desolate amethyst-covered wasteland and most of the outside entities being Old Birds. However, Forest Keepers, Earth Leviathans and Eyeless Dogs can still appear.
  • Action Survivor: The players are just a group of scrap collectors with very limited options to fight back. However, this does not stop resourceful players from working together to defeat some of the creatures that get in their way.
  • After the End: As far as you’re concerned, human life on the moons is long gone, and whatever buildings left behind have been taken over by the local fauna.
  • Alternate History: According to Sigurd's logs the Company has been running the same interstellar scrap gathering program at least since 1968.
  • Anti-Frustration Features:
    • It takes a day to explore the various moons, regardless of how long it actually takes you and whether you're alive or dead by the end… except for 71-Gordion, where, if you think the sell rate is good, you're free to go and sell your scrap at any time without spending a valuable day from your deadline.
    • Eyeless Dogs are able to hear any noise produced by the player through their actions, microphones, or even just clicking their walkie-talkies on and off. The one exception to this is if players are communicating to you through an active walkie-talkie, where it won't draw the monster toward your position.
    • If you have bought enough furniture, you can arrange them to form a barrier that prevents Eyeless Dogs and Masked from getting through while other players can jump over the makeshift barricade, effectively making it much easier to play as Mission Control if you opt to stay back on the shipnote .
    • Dead players can't directly speak to the living, but they can vote to make the ship leave early — and if the vote passes, the ship is only a short time away from leaving, whether anyone's on it or not. This prevents situations where the last person alive waits until midnight just to waste everyone's time, while also letting the dead signal that, well, they're dead in case the sole survivor isn't certain. This is a double-edged sword, however, as the number of votes corresponds to how many people are dead. If the only dead person in a lobby decides to vote while everybody else is nowhere near the ship, then…. Also, as with other games with voice chat, there’s Loophole Abuse in the form of using Discord outside of the game to chat…
    • Player corpses sell for 5 credits — a pitiful amount, but if you're just beneath quota, then murdering your crewmates and fencing their bodies is an effective and hilarious way to close the gap, preventing situations where you miss quota by just one or two. On the other hand, the game also penalizes your team in the form of fines if a player dies…
    • On day 0 of your deadline — when you should be selling your scrap to meet quota — trying to land on any moon other than the Company will take significantly longer to confirm, making it harder to accidentally miss your sell window and ruin your run.
  • Awesome, but Impractical:
    • The Shotgun is the game's only lethal ranged weapon, and can one-shot anythingnote . Unfortunately, it's found exclusively as a drop by the rare, hard-to-kill nutcracker, requires near-shovel range anyway for maximum effect, and has the potential to misfire and kill other assets or anger monsters. It also requires shells, which take up inventory slots, are used up quickly, and are again exclusively obtained via killing a nutcracker.
    • The Knife is a weapon that deals less damage than a Shovel or Stop Sign, but makes up for it by attacking more than twice as fast. It's found exclusively as a drop by Butlers, which aren't so rare on Mansion planets especially Dine... the trouble is that killing a Butler spawns an invincible Scary Stinging Swarm of hornets that chase employees in the mansion ala Circuit Bees, pretty much ending the day's scrap run. Finally, the knife's range is shorter than the Shovel/Sign, which means you need to get up closer with enemies that you really don't want to be near.
    • The Jetpack is a really, really expensive tool you can buy for one person to use in your group. It has excellent vertical thrust, able to propel you over massive heights at impressive speeds. And that’s about all it does, with the thing being ridiculously cumbersome to try and use to cross ground and is tricky to use for actually slowing your fall for a safe landing. It’s a common sight to see workers take the jetpack for a spin and promptly crash themselves into the biggest rock, perform nauseating acrobatics while they try to control their flight, or just fly so high up that they straight-up explode from the thing suffering a lethal malfunction.
    • TZP Inhalant is a Company-made drug that takes the form of a canister that workers inhale by pressing it against their hazmat filter. The more you inhale, the less stamina you’ll use while performing actions and you get a moderate speed boost. Aside from the fact that the thing is ridiculously dangerous with the brain damage it can inflict, it also clouds your vision the more you use it, effectively blinding you in spite of your new speed boost. Your voice will also get increasingly higher pitched and goofier with prolonged consumption, so on top of everything else, no one is probably going to take you seriously for a while.
    • The Inverse Teleporter sounds like an awesome idea on paper — allowing you to get directly from the ship to the facility without fear of running into quicksand, or dealing with flooded terrain or lightning or hostile fauna en route. The problem starts when you realize that not only does it have the limitations of the normal teleporter in that you can't carry tools like the shovel, walkie talkie, and flashlight over with you, but also the location it drops you off is random. Woe be upon you if you get dropped off in front of a monster like a Bracken, a Coil-head, or worst of all, a Jester, and you can't ping mission control to teleport you back or get you an escape route. And even if you teleport in as a team, it drops each player off in different spots in the facility, effectively separating the team.
  • Bad Boss: The Company doesn't seem to have too many problems with sending their workers on dangerous moons to collect some scrap, and they're anything but forgiving to those who don't meet the quota. They're also implied to not be fully human in origin.
  • Bee Afraid: Coupled with a generous helping of Schmuck Bait, players can find incredibly valuable beehives lying around outside surrounded by an incredibly angry swarm of Circuit Bees that will zap anything that gets near their hive, and definitely anyone who tries to abscond with it. Inexperienced employees will try to hide the hive inside the ship, only for the bees to invite themselves in, leading to scenarios where the rest of the crew will return to the ship, only to get fried the instant they set foot inside the bees' new home, often resulting in a Total Party Wipe when the crew thinks they've made it to safety.
  • Bizarrchitecture: Because of procedural generation, the interior layout often lacks coherence. For example, the fire exit is usually positioned far from the main entrance, but players might discover a fire exit in the room next to the main entrance. Additionally, there are numerous dead-ends and long, looping hallways. And since the interior of each location is random and the exterior isn't, the layout of a building's inside very rarely resembles its exterior shape.
  • Black Comedy: A majority of the game's tone thrives on the comedic juxtaposition between the Company's attempts to look friendly and the kind of things they do and make their employees do to make money. The fact this is a multiplayer game with voice chat can also cause accidental comedy from the players themselves from time to time.
  • Cassette Futurism: The game features a lot of the aesthetics of this trope, from the very '80s-inspired computer appearance and interface, to the ship and architecture of the various moon buildings being very blocky and industrial.
  • Challenge Run: The weekly Challenge Moons are procedurally-generated moons that are always generated with the same items in the same locations and the same monsters for everyone, even on subsequent attempts. The goal is to collect as much scrap as possible in one day.
  • Co-Op Multiplayer: Up to 4 employees can join a lobby or even more with mods. It's pretty clear that playing with a group is the intended experience, as certain items or mechanics (like the walkie-talkies and the ship monitor) are far less useful or outright pointless without a team. There's also the fact that many enemies are extremely lethal and often give little time to react. While a team will still make some money even if there are deaths, a solo player gets no scrap at all if they die, putting them very far behind on quota and making even "easy" levels very difficult.
  • Continuing is Painful: While dying on a moon isn't exactly ideal, you'll just receive a penalty fee so long as at least one player is still alive on the ship in the end, which can be lessened if the bodies are recovered. If everybody dies or gets left behind, however, then you lose every piece of scrap you stored on the ship. Needless to say, if this happens when your required quota is high, you're screwed.
  • Cosmic Horror Story: Humanity appears to be long gone on the moons you visit, with the abandoned buildings taken over by anomalous fauna. The only humans known to remain are scrap collectors serving "The Company", which couldn’t care less about their lives. Employees are regularly killed by various bizarre and otherworldly monsters, and any that survive long enough inevitably fail to meet the quota and are ejected into space by the Company. To top it off, the Company is implied to be an Eldritch Abomination.
  • Darkness Equals Death: In different flavors both inside and outside the facility.
    • Inside, darkness leaves players blind to threats and hazards, making it much harder to maneuver, and generally making any action taken outside of a lit room even more dangerous. It's especially dangerous in the case of coilheads, which can only move when unobserved, essentially giving them free rein to roam and kill in the dark where the players can't see.
    • Outside as the night comes, the moons become more and more dangerous as the lethal wildlife emerges. When midnight comes, the autopilot activates and makes the ship leave the moon, regardless of whether the workers are still on it or not and leaving them to die if not.
  • Death by Materialism: Might as well be the game's subtitle. The whole premise of the game involves workers risking life and limb to collect scrap for money, and you can very easily lose the former by going for the latter.
    • The most valuable scrap is heavy, and monsters are fast. If you try and keep a hold of your loot while trying to run from a threat, you'll probably run out of stamina before you can get to safety. Especially prominent with earth leviathans, who have a very short window of time between their warning signs and their attack, during which even the slightest encumbrance can decide whether or not you can get clear in time.
    • Hoarding bugs can be rendered a non-threat by dropping something for them to take, but holding onto your items will leave them as a persistent roaming threat that can claim the lives of unwary players. They also instantly become aggressive if something is taken from their hoard, which can be a tempting prospect if they have something of high value.
    • Circuit beehives are extremely valuable, enough to meet lower quotas on their own. However, grabbing them angers the circuit bees and causes them to furiously attack whoever has their hive and anyone nearby, which can wipe out the whole group if they manage to get onto the ship.
    • The more you go back for more scrap and a higher payout, the more you run down the clock until night falls and the deadlier nocturnal enemies come out to play. And by play, we mean tear to shreds anything that makes the mistake of breathing on the moon's surface.
  • Death World: The moons the characters are exploring are filled with extremely vicious and deadly monsters, dangerous booby traps, hostile weather conditions, and treacherous terrain, and conditions only get much worse when night falls. Dying at least once over the course of the game's length, a few days in-game, is almost inevitable and a full party wipe isn't uncommon.
  • Downer Ending: Considering the game is an Endless Game, it doesn't matter how well you did. At some point, the quota will be so ridiculously high that your team will have a hard time reaching it in just 3 days. And when you do inevitably fail to reach the quota, the company will promptly fire you and your team… into the vacuum of space.
  • Disproportionate Retribution: Fail to meet your quota even once? You get fired. Out of your ship and into space.
  • Eldritch Abomination: The Company itself is implied to be one, if the logs made by Sigurd are any indication. Ringing the bell on the Company Planet too many times also causes giant fleshy tentacles to burst out of the sell counter and kill anyone nearby.
  • Endless Game: Successfully managing to meet your quota will just have the company give you a higher quota to meet, so the objective is to last as long as possible until you and your team eventually fail to meet it.
  • Everything Trying to Kill You: The moons are inhabited by monsters that will kill you on sight. The scrap you have to gather can either become a lightning rod or attract hoarding bugs to you. The ship's autopilot will leave you for dead at midnight. The company will kill you if you fail to meet the quota. You're not even safe from your company issued ladders, which can fall on top of and kill you and your fellow employees. Everything in this game has come to the collective agreement that you being alive is an issue and will pull out all the stops to fix that.
  • Excuse Plot: You and your teammates collect junk in worlds infested with monsters within a time limit. There's no real story beyond this or any sort of narrative payoff for succeeding.
  • Explosive Stupidity: Landmines can litter sections of a building, occasionally flashing a red light as a warning in the dark, but otherwise being hard to spot in the dark. Beware of traveling with inattentive and impatient players if you don’t want to go up in a fiery explosion. Funnily enough, creatures who like to kidnap player corpses, namely Hoarder Bugs and Brackens, who normally won’t set explosives off, might brush a fresh kill over a mine and promptly explode. Of course, a suicide play is an option if a player believes they're not escaping a monster alive, as it might make the expedition easier for their teammates.
  • Failure Is the Only Option: Meeting the quota just rewards the player with an even higher one for the next cycle, until it becomes so high that even taking insane risks isn't enough. There is no win condition; you will eventually fail, and be fired.
  • Game Mod: This game is popular with modders, and chances are if you watch a video of people playing this game, there's quite a good chance they'll be playing a modded version. Some of the most popular mod types (which can all be added into the game at once) include:
    • Increasing the number of players that can join a game. Because, well, the more the merrier. It also doesn't necessarily increase the chance of success.
    • More uniform skins for players to wear. Streamers have been known to even get/make their own uniform skins for use in-game.
    • Completely changing the model of a monster to a monster from other games or medias.
    • Increasing the number of creatures that spawn. This usually means a lot more Hoarding Bugs. And on the topic of hoarding bugs, replacing the sound a hoarding bug makes.
    • Adding additional emotes. Most of these are memes, naturally. These emotes can emit sounds, which can also affect gameplay, including drawing in sound-sensitive creatures.
    • The addition of a monster that can mimic a fire exit and eats anyone who tries to use it. These "Mimics" pre-date the addition of the Masked Employees to the game. It adds additional risk to trying to find a fire exit (though there are ways to tell if the fire exit is fake), and hilarity when employees come across two or more fire exits in the same room. Also, putting wheels on land mines and allowing them to roam the facility, or changing landmines to teleporters that drop you off at a random location in the facility.
    • Changing the existing behavior of a monster so that it’s more devious and/or scary.
    • Quality of life upgrades that punishes trolling behavior and fixing some of the perceived flaws of the base game. On the flip side, also there are also game-breaking mods whose main purpose of existence is for extreme trolling.
    • New moons to visit and scraps to pick up.
  • I Just Shot Marvin in the Face: The Shotgun has a safety function that prevents it from firing, and failing to turn on the safety can cause a loaded gun to discharge if dropped, walked over, or if the owner is attacked, potentially killing a worker if they're in front of its business end. It can even be triggered randomly by a loaded shotgun that's on the ground with safety off, as there's a random chance it fires.
  • Improvised Weapon: You can find a stop sign or yield sign in the facilities you loot. You can use those signs as weapons as well as valuable scrap.
  • Instakill Mook: Several monsters will instantly kill employees they manage to attack. Brackens snap their neck, Eyeless Dogs, Forest Keepers, Earth Leviathans and Jesters simply bite or eat them whole, Ghost Girls lop off their head, Nutcrackers kick them hard enough to send them flying or show them the wrong end of a shotgun, and Masked vomit blood on them to turn them into more Masked.
  • Interchangeable Antimatter Keys: In full effect. Every locked door can be opened by any key, even if the key was found on an entirely different moon.
  • Interface Spoiler: Hostile monsters inside the facility spawn from inside wall vents, and there is an identical vent on the inside of the company dropship... Subverted in that there are currently no enemies aside from the Ghost Girl that can spawn inside the ship. For now.
  • Kaizo Trap: it is still very possible to die from Circuit Bees, Eyeless Dogs or Masks after you pull the lever to take the ship into orbit, if everyone else is already dead and you die after pulling the lever, you still lose everything. This also has the possibility of breaking the game that you can't go to any moons after that.
  • Killed Mid-Sentence: A major game mechanic regarding the voice chat. If you're killed while speaking, you're immediately placed into a dead chat and anything you were saying cuts out for living players. If you hear someone suddenly cut off mid-sentence and they don’t reply back, take it as a sign that something just went horribly wrong. If someone dies in the middle of speaking while on the radio, you’re treated to the sound of drawn-out static as a confirmation that they’ve just died.
  • Land Mine Goes "Click!": There are landmines that will occasionally appear around the building, which emit a faint beeping sound and have a flashing red light. However, they are only triggered when they are stepped on, and then stepped off of. This makes for hilarious situations where a doomed employee steps on a mine, realizes their situation, and tells everyone to get the hell away before they explode helplessly. The only way to survive stepping on a landmine is to have someone in the ship save you, either by disabling the mine or by teleporting you away. Otherwise, it’s a violent and explosive death for you and potentially everybody around you.
  • Laziness Callout: At the end of each day one of the players is given the moniker of "laziest employee", but in a bizarre case, that doesn't mean the laziest employee is exempt from being the most profitable one.
  • Limited Loadout: Players have four inventory slots. Weapons and tools take up inventory slots, as does loot, so players will need to find the right balance of bringing utility into the dungeon exploration, versus being able to actually carry their spoils back to the ship. The biggest dilemma is with the shotgun: insanely potent utility of being able to One-Hit Kill almost all of the horrors you can find, but the weapon itself can only have two shells loaded, and each additional shell will take up a whole slot on your inventory.
  • Moving the Goalposts: Your reward for meeting the quota is a higher quota, ad infinitum, until you inevitably fail to meet it.
  • Nice Day, Deadly Night:
    • During the day, creatures that spawn outdoors are the harmless Roaming Locusts and Manticoils, as well as the hostile but not very deadly Circuit Bees. When nightfall comes or an eclipse occurs, the very deadly Eyeless Dogs, Forest Keepers and Earth Leviathans start spawning outdoors.
    • Baboon Hawks spawn in small groups of 1-3 during the day but their numbers drastically increase at night, and since their hostility depends on whether they outnumber the players in a group, they're much more deadly at night.
    • Old Birds are huge Killer Robots that lie dormant and harmless at day. They start activating as night comes or when there's an eclipse, and they're one hell of a menace to everything they meet, capable of making short work of players, Eyeless Dogs, and even Forest Keepers.
  • Nothing Is Scarier: The game's setting provides a lot of mysteries with no answers (at least as of yet). What happened to all the humans on the moons you explore? Why does the Company want random scrap and how does it make any sense to launch interstellar expeditions for it? What is that thing that takes in the scrap? Why are the Company computers running 400-year-old operating systems?
  • Not the Intended Use: The Radar-booster is intended to act as another surveillance point for the ship's operator. However, the operator can send a signal that causes it to flash, blinding players but stunning most enemies within a generous range. This can be a lifesaver against Forest Keepers, who will drop their victims mid-animation when stunned, Jesters, which reset their speed when stunned, and both Snare Fleas and Coil Heads, which get stunned for a longer time compared to other monsters. As such, players can turn a Radar-booster into a reusable Stun Grenade (that doesn't damage the player) as long as the ship operator is competent and cooperative enough.
  • One-Hit Kill: For the majority of the monsters, touching them means instant death. Forest Keepers just grab and eat you, Brackens snaps your neck, and so forth.
  • Our Graphics Will Suck in the Future: The computers are all reminiscent of 70's/80's text interfaces, likely to add to the Used Future theme of the game.
  • Public Domain Soundtrack: The company probe that delivers your purchased equipment plays Turkey in the Straw, a jaunty folk tune. However, it's played with a dissonant countermelody underneath the main tune. The result sounds less folksy and more 'creepy ice-cream van'.
    • This also applies to the rendition of "We Wish You A Merry Christmas" it plays for the holiday update.
  • Quicksand Sucks: When it rains on maps, portions of the ground will become quicksand that suck down and kill unwary players. Sometimes these dangerous spots can be distinguished by a change in shading from the ground around them, but if you don't notice them you'll need to rapidly backpedal if you notice your movement slowing.
  • Random Transportation: The inverse teleporter, which randomly teleports users to somewhere in the facility. Sometimes this can drop you right on top of a bunch of valuable loot, or by the fire exit. Other times you'll appear right in front of a deadly monster, in a dead end behind a locked door with no way out, or even directly into a pit to your death.
  • Randomly Generated Levels: The game generates a random seed every time you land on a moon, which can randomize almost anything from the monsters, loot, building layout, etc.
  • Safe Zone Hope Spot: Players familiar with similar types of Survival Horror games might think the ship, because it's the main player hub, is a safe haven from the horrors outside. It isn't. The ship's airlock has hydraulics that stay closed for a limited time while the ship is parked — great for conserving energy, less so for conserving the worker's lives. If players aren't careful, monsters that are giving chase can and will waltz through the open airlock and start killing everyone.
    • This is especially prominent if players are at a point where they can have someone stay in the ship and man the radar station. One might think that because they haven't gone out and aggravated the various horrors on the moon, they'll be safe unless someone else brings trouble back with them, a false hope that'll last until the first time an eyeless dog spawns and introduces itself teeth-first to their unsuspecting back.
  • Save Scumming: The game doesn't save until the ship re-enters orbit and it doesn't punish you for quitting while on a moon so, at least in solo play, the player can use this to their advantage. If you get a bad seed on a moon or die, you can quit to the menu and come back ready to restart the moon with pretty much no consequences, like losing a day.
  • Schmuck Bait:
    • To call the Company Monster to take your salvage and pay you on your stops to 71-Gordion, you have to ring a bell. The thing is that most of the time it won't come right away, so you have to keep ringing it until the window slot opens. If you keep ringing the bell after that all you do is piss the creature off, causing it to throttle you to death with a much larger tentacle and pull your body into the intake along with your stuff.
    • Putting on the Dramatic Mask has a random but high chance of causing it to possess the player wearing it after five seconds, and this can happen with any mask. Putting on the mask is just a terrible idea, really, and doing it for any reason is literally just asking to not only die but for your possessed body to cause problems for the rest of your team. This is especially also true of the Comedy Mask- Many newbies think that if the Tragedy Mask possesses you if you put it on, then the Comedy Mask doesn't. Nope, the effect is exactly the same as the Tragedy Mask.
    • The Jetpack. Think you're going to equip it then fly right up to the entrance? Think again! Because the Jetpack is so difficult to control, you're more likely to end up flying straight up and exploding or repeatedly ramming into the ground until an Eyeless Dog runs up and eats you.
    • The air horn and clown horn. Think they’re harmless? They can also annoy the Company Monster. Using the horn right in front of the drop-off at Gordion can cause the monster’s tentacles to burst out in rage and grab and kill you. Additionally, the noise they make draws all monsters towards you in dungeons, and will also draw the Eyeless dog to you on the surface of the moon. Doubled down with one of the anti-troll mods where using either horns has a chance of getting your head exploded and killing you.
    • The loud horn has one and only one specific use case: if an Eyeless dog has gotten into the ship, using it will frighten it into leaving... If you can crawl close to the horn while the dog is already in the ship and use it without alerting the dog to your presence, a fairly difficult and risky feat. Using it outside of that scenario actually attracts the dog to the ship. It also has this really funny tone that makes people abuse it...
  • Shotguns Are Just Better: Considering your only other options for weaponry are shovels and stop signs, the Double Barrel is a fantastic weapon if you manage to take out a Nutcracker using one. However, you only get two shells at minimum (and four at most if you're able to kill the Nutcracker just after it reloads without it firing), so make them count, and once they're used up you might as well just sell the shotgun since you'll get another one once you encounter and kill another Nutcracker. It's also better to use up any extra shells that aren't loaded since a single shell takes up an entire inventory slot.
  • Shovel Strike: A shovel can be purchased from the company store and is meant to be used as a weapon. One of Sigurd's logs even brings up how they always had at least one person in their crew armed with a shovel for bashing anything that moves.
  • Space People: In the game's universe humanity has not only developed means to easily travel in space but has also created buildings on other planets (although most are abandoned).
  • Spikes of Doom: One of the hazards that can appear indoors are spike traps, which appear as spiked ceilings that descend on workers. Each spike trap will be randomly generated to slam at set intervals or to slam when it detects a worker within a certain radius of it (though it will mostly slam at random intervals).
  • Sprint Meter: The orange arc around the top-left display. Regenerates as normal.
  • Thrown Out the Airlock: Fail to meet the monetary quota in the three days you're given? The Company will take remote control of your ship and toss everyone onboard into the void of space.
  • Timed Mission: As soon as you land on a moon, you have until midnight to gather scrap before the ship's autopilot kicks in and automatically leaves, regardless if anybody is on it or not. If you decide to land on a flooded planet, the water levels will rise over time, considerably cutting down the amount of time you can search the area before you have to return to the ship lest you drown.
  • Unstable Equilibrium: Zig-Zagged. Doing well, with the whole team surviving and cleaning out a majority of loot, means a big paycheck, which can be spent on better gear to make surviving easier, and traveling to harder (but more rewarding) moons. Doing poorly means being stuck with the low-profit starter moons and no gear, which means meandering around in the dark with no communication, at the mercy of monsters and struggling to scrape by just to meet the quota. The Zigzag comes in that success just results in an ever-escalating quota, forcing players to HAVE to play better and take more risks to keep up...until they inevitably can't.
  • Used Future: Possibly not "future", but otherwise the game fits this to a tee. You play as a gaggle of poor sods working to collect scrap from dangerous moons for a MegaCorp, and despite humanity having developed space-faring technology by this point, everything in the game has a very worn-down and dilapidated appearance. The workers are flying in a spaceship of dubious construction (such as an open power coil for charging electronics), and the numerous abandoned buildings they'll explore aren't much better. While we don't know anything about Earth or the rest of humanity, considering the alleged fate of the "Golden Planet", it probably isn't in good shape either.
  • Voice Clip Song: The introduction statement ends with the voiceover saying "great asset" to the beat.
  • You Are Already Dead: If you get to 0 days left and you don't have enough scrap to meet the profit quota, your run is basically over.


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