
Behold! The first-ever Tactical Extraction Looter where you pit your courage and leadership against fears made manifest: the Dreadweavers. Lead a band of Scavengers into a devastated West Coast City of the alternative 1900s. Get in, face the monsters, grab the loot you can carry and get out. Alive.
Modeled estimate, not a reported figure. How we estimate →
About
Welcome to the first Tactical Extraction Looter where you pit your courage and leadership against fears made manifest as flesh and blood monsters. Lead a crew of Scavengers - simple folk, but tough enough to face their fears, guns blazing. Raid into the twisted City, and get back out with everything your team can carry.
It all begins with a newspaper ad, promising a new gold rush - a ruined City full of riches, free for the taking. Behind the ad stands Doc, a snake-oil genius with blueprints to harness the Nightmare and use it to power a new future. District by District, the story unravels what Doc is actually building and what the hell is going on here.

Every Scavenger rescued on a raid carries one of 16 Fears. Each Fear attracts its own Dreadweaver - that's what the locals call these Fears incarnate - from spiders packing six six-shooters to creepy puppets coming at you with scissors. Picking who joins the next raid decides which monsters and hazards the crew will face, and what resources they will harvest from carcasses.

Shootouts are turn-based, vicious and fully deterministic: no dice rolls, no hit chances. Every fight plays like a puzzle with guns on a battlefield packed with interactables and hazards. Ricochet a bullet off a milk can, shove a beast into a burning stove, push another into your partner's line of fire, then chain your kills to keep the turn going. The gap between losing your whole crew and clearing the board in a single turn comes down to how you read the battlefield: it's a weapon of its own, if you're clever enough to aim it.

Experience a genre-defining combination of turn-based tactical combat and high risk-high reward gameplay loop of Extraction Shooters. City Districts are infinite, randomly generated and full of dangers and opportunities alike - map nodes lead to combats, useful facilities, altering anomalies and quests. Going deeper raises the Nightmare Level making the fights harder, but the loot more valuable. Backpack space is limited and falling in battle means losing everything - decide when to push your luck and venture deeper for better loot and when to return to the Hideout with what you have. Cowardice rarely pays the bills, but you cannot enjoy your gains when you are dead.

Haul the winnings - weapons, gear, Nightmare Essence and monster parts - back to the Hideout, the only Nightmare-proof corner of the City. Combine harvested eyes, teeth and spines with ordinary junk and ideas ahead of their time to upgrade your reason-defying equipment. Expand the four unlock trees of the Compounds, nightmarize your crew's combat style and appearance - and unlock new ways to send the monsters back to the hells they crawled out of.

Between raids, the Hideout is yours to run. Manage the roster, upgrade equipment, unlock new Compounds and build the loadout for the next Raid: the right gear against the right prey is the difference between a payday and a funeral.
The game enters 1.0 launch featuring 16 Fears and Enemies, 80+ upgradable Items, 30+ Interactables and Hazards, 4 playable character Classes, 4 Unlock Trees, 4 Districts and 8 unique Tactical Objectives. Wrapped up into an endless, procedurally-generated Nightmare.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil +4 more
Engagement
Reviews
Themes across 98 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
у игры есть задел на будущее) стоит поддержать этот проект таких стратежечек осталось до жути мало
Looking forward to the next update!
게임 시스템 자체는 흥미로움. 다만 재료템 수급에서 상위 몹 출현하는 매커니즘을 모르거나, 알더라도 해당 스케빈저가 나오지 않았다면 재료 수급 자체가 안됨. 초중반 상태 이상 해제가 안된다는 것도 굉장히 피곤해지는 요소임. 상태이상 해제가 어렵다보니 상위 방어구를 끼는 것 보다 최하등급 장비로 체력과 인벤토리 늘리는게 가장 안정적이고, 무기도 일부 무기 외에는 상위 난이도에서 사용이 어렵다보니 특정 장비가 강제됨. 1.0 정식 릴리즈 되면서 밸런스를 맞췄는데, 그게 장비 조정을 통한 밸런스라 체감이 좀 약함. 스토리 모드는 내다 만 수준이고, 상위 지역으로 갈 수록 더 나은 장비를 파밍하고 업그레이드 하는 맛이 있어야하는데 스토리 전부 밀면 전설 하나. 최 상위 지역 돌면 전설 다른 종류 나오는 지 모르겠음. 게임 소개 화면에 머리 전설 장비가 있는 것으로 봐서 더 있을 것 같긴한데, 메인 스토리 볼륨이 이정도로 짧다면 전설 장비를 좀 더 일찍 풀었어야함. 약한 장비들은 업그레이드를 늘려서 왕귀형으로 만들던가 해야하는데, 강한 에픽 무기는 처음부터 강하고, 약한 에픽 무기는 업그레이드 횟수도 적어 버림받음. 총평하면 재밌긴한데 지금 이게 1.0 정식 릴리즈라면 정가주고 구입할만한지는 좀 생각해봐야함.
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Hours played at review time, across 98 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Let's start with positive aspects: - the graphic, sound and overall gameplay loop is good. It is enjoyable to play and to figure out the setup and interractions of items. I was almost always happy to find new item and think how to use it. now with the bad part: - the difficulty scaling and loot collection aspect are the most annoying part of the game and I hate them to the game core with every part of design. - You cannot start the game on hard - there is an option, but you lack items, lack people and nightmares are quickly overwhelming you. You need items and you need them leveled up as some upgrades are OP - like do not consume action on using item. - The more nightmere metter you collect the more enemies with the more life and abilities show up, which is fine, but only on first level of nightmare, after that you are slowly swarmed and pure action economy make the battle impossible. Not to mention that if you lose one team member you can basically restart expedition if the next field is not the escape. To me only strategy that worked was to killa all enemies in first round, keeping the nightmere meter low. But you can go only as far, som small slip and suddenly you get the horde of enemies swarming you. - To collect things for upgrades you must take characters with new phobias, but this quickly ramps up challange level, too fast and you cannot easily assign same gear to new part member... - The defense and close rift combat are interesting but not ballanced at all, the rifts spawn new enemies that block you from closing rift, and you need to consume action to close the rift, but the encounter comes packed with enemies if you do not kill all in first round you are overrun by the turn 3 I get that it gets more challenging with higher nightmare, there are more mobs that will drop more loot, but for the love of god - this should not be as steap curve.
다른 캐릭으로 양념치고 식스슈터 풀강+도박꾼으로 무한 막타 릴레이 뽕맛 미치겠다 ㅋㅋ
就这么点体量的小游戏BUG一堆,1.机制如何没有;2.技能具体伤害也没有;3.丢手雷画面直接黑屏;4.反射机制巨恶心,近战和怪卡一起动都不能动。 总结:♥♥♥♥
Fortschritt kann nicht gespeichert werden. Es muss immer wieder von vorne begonnen werden was auf Dauer langweilt. Um einen Durchgang durchzuspielen, ohne zu speichern dauert es zu lange, so lange will und kann ich nicht spielen.
Répétitif, ennuyeux, pas très beau
TL/DR: the art style is great, the combat is fun, but it quickly gets repetitive, and the generated encounters can't really provide the endless replayability you seek in a roguelite game. I enjoyed the art style and the combat. This is more like a puzzle game where your goal is to eliminate all enemies as fast as possible, or ideally on the first turn. The concept of roguelite extraction runs looks fun on paper, but the problem is that halfway through the story I realized the game simply can't generate anything truly challenging, or even meaningfully different. Once you upgrade your equipment and get used to the gameplay, you can run through any district endlessly. Changing the difficulty doesn't help much. The enemies get beefier and receive a few new tricks, but in general it stays the same. A few more upgrades, and you're killing everything on the first turn without really putting any thought into it. I encountered a few run-breaking bugs, but they were rather rare. With all that being said, I enjoyed my playthrough, and I'd love to see future updates bring more challenge and replayability to the game.
I bought this game because of the wonderful game experience from Blood War West 2 HARD WEST 2. I bought a bundle pack. After all, this is the latest version of 2025, and I thought it would be even more wonderful than HARD WEST 2, because it is very obvious from the introduction video that they have reused some materials from the previous game. In fact, it is a very primitive game. I would never recommend my friends to buy it, and buying this game is a waste of money. If the quality of HARD WEST 2 is rated as A-level, this game, I would rate it as Z. I should not have spent money on it. To be honest, even if the game company paid me to play, I would refuse. Friend, you are wasting your time. 我是因为血战西部二 HARD WEST 2 美妙的游戏体验才去购买这个游戏的,买了个捆绑包。毕竟这个是2025年最新的版本,我以为它会比HARD WEST 2 更加美妙,因为从介绍视频里面很明显的可以看到,他们还套用了一些上一个游戏的物料。实际上,这完全就是一个。简陋的游戏。我根本不会推荐我的朋友购买,买这个游戏完全是浪费钱。 如果说HARD WEST 2 质量是a级的话,这款。游戏,我给他的定位是Z .我不应该为此花钱的。甚至我说直白一点,就算游戏公司付我钱请我玩,我也会拒绝。朋友,你正在浪费你的时间。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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