ActionMultiplayer
Sixty seconds. Every zombie.
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A digital city whose matter is zeros and ones. Find and eliminate every zombie before the minute runs out.
Ironvale runs a scrapyard the size of a town, and once a year it runs the Scrap Run. Drive, boost, jump, tuck and flip: a hundred and fifty courses across eight areas from the scrap heaps to the crane bridges over the void, ten machines built out of what the yard had lying about, stunt courses that ask for a backflip, and every course driven by machine before it shipped.
A courier crosses Aurora Stack on foot and on a grappling line: sprint the roofs, jump the gaps legs can clear, and throw the line at a crane, a gantry or a sign when they cannot. Swings keep the speed you built, the reel turns a hang into a climb, and letting go on the way up is the whole skill. Eighteen stages across six districts, every one of them finished by machine before it shipped.
Nova City, 1994. A courier carries the one copy of what NOVACOM did not want printed, and the only way it reaches the press is on foot. Eight districts, from a live metro of moving trains to the night market, forked routes you choose by running into them, and a city that is different every night unless you take the daily.
An endless neon highway at two hundred kilometres an hour. Weave through traffic for near misses, bank them into combo and nitro, choose your road at every junction, and stay ahead of the police for as long as your nerve holds.
Slide, merge and set off satisfying chain reactions. Find your rhythm across Daily, Endless, Time Attack, Zen and handcrafted puzzles.
Ten mountain courses, from a dry valley opener to a night championship on oil and ice. Take the wheel of an unbranded GT and chase a personal best on each one.
Dr Elias Vale takes the Sun Key out of the mechanism it was part of, and the route out is an ancient civilisation built across the peaks above the cloud sea: terraces with their edges gone, a bridge over nothing, an aqueduct still pouring into the clouds, a gate between two mountains. Four inputs, eleven regions, and a route generated as you run it and proved runnable before it ships. The edges are real. Miss a jump and you fall, and you get three chances to go back to the last safe stretch. There is a new route every day and everybody gets the same one.
A hundred and two rooms inside a simulation that was never meant to run. Every trap is fair the second time, every restart is instant, and the voice guiding you has been down here since 1995.
Race a pocket sized car through a real apartment, where a sofa is a building and a chair leg is a chicane. Nine rooms, no barriers, one continuous flat to learn by heart.
On the walls of Greywatch, every arrow carries a consequence. Master the draw, read the wind, and turn a crumbling fortress into your weapon.