Halden City · present day

The Greyline
Incident

A city block sealed itself at four minutes to midnight. Four people are inside. This page holds what is known. The rest is under the pavement.

01 · The Block

A nothing corner of Halden

A hotdog cart. An arcade cabinet. A pub with hanging baskets, a clock tower nobody winds, and vending machines nobody restocks. Nobody has to. They refill themselves, which nobody thinks about.

The block sits on the edge of the old rail yards, and the city walks past it the way you walk past a thing that has always been there. It is, by every measure that matters to a city, nothing.

Under it, something hums.

The block on an ordinary autumn day
The block, this Friday.

02 · The Record

One page survived

MUNICIPAL ARCHIVE, HALDEN RECOVERED FRAGMENT · 1 of 1

In 1944 a private wartime consortium operating under the name GREYLINE leased the rail depot at and began sub-surface works of undisclosed purpose. Site designation: OUTPOST 9.

In the spring of 1945 the depot was lost into its own basement. Personnel on site, garrison, officers and works crew alike, were recorded as .

By order of the site was struck from every register, deed and map. The city paved it over.

[REMAINDER OF FILE MISSING · 80 YEARS]

03 · Friday Night

Marrow breaks ground

The night the shutters fell
11:58 PM. The shutters of Outpost 9, doing exactly what they were built to do.

Marrow Group, the developer that quietly inherited Greyline’s patents, is putting its new tower on the block. Foundation piles, drilled on a Friday night, straight through the old cap.

What happened next took less than an hour. The ground started humming loud enough to file complaints about. The buried got up and started digging. And an eighty-year-old failsafe did exactly what it was built to do: steel shutters nobody remembers installing slammed down around the block, and they will not lift while the vein is open.

Four people are inside. None of them can leave.
One of them signed the drilling order.

04 · The Four

Locked in with it

Sgt. Marcus “Wrecks” Kowalski

THE SWAT

Sgt. Marcus “Wrecks” Kowalski

Halden PD riot squad, breach specialist. Three commendations, four suspensions, same four incidents. When the shutters started falling, his unit was ordered back. His earpiece was full of static. He has decided, permanently, that he never heard the order.

“Shift’s not over, diggers. Clock back in.”

Gus “Nightshift” Ferro

THE WORKER

Gus “Nightshift” Ferro

Twenty-six years of city maintenance under this exact block. He has personally fixed the self-refilling vending machines four times without once asking the obvious question. On Friday night, his crew ran the foundation drill. He calls what happened a management failure.

“Tenants are up. Nobody filed a complaint, but here we are.”

Victor Crane

THE SUIT

Victor Crane

Head of “Legacy Assets” at Marrow Group, the little department that quietly owns everything Greyline left behind. He moved the drilling schedule himself, and he was on-site when the shutters fell. He keeps calling it “the product demonstration”. Nobody has asked him what the product is.

“Gentlemen, the demonstration is resuming. Do participate.”

Elias Thorn

THE ADVENTURER

Elias Thorn

Mountain guide, third generation. His grandfather worked this block in 1945, one of the few who walked away, and he spent the rest of his life on a mountain writing the Keeper’s Rules: numbered, practical, strange little laws for surviving storms. Elias came to Halden to scatter his ashes. The shutters fell while he stood on the pavement, urn in hand.

“Rule one: a storm is never weather.”

05 · The Hum

Greyline built more than perks

The consortium called the energy in the vein the Thrum, and they believed it was the spark that keeps a body moving. They bottled it. They soaked rifle steel in it. And in the workshops under the block, they wired it into machines that should not exist.

Some of those machines still work. Some of them fit in two hands. The block gives them up rarely, and the chalk prices on the walls do not apply.

What Greyline actually found down there, and what is at the bottom of the vein, is not written on any page that survived. You will dig it up in the run. Or you won’t.

Elias Thorn firing a Greyline coil weapon
Field report, unverified: lightning, in the shape of a violin.

Part two

Field Manual

Everything below is how the game actually works: captured in-game, numbers straight from the simulation. Every system is here. The block’s secrets are not.

The Run

A four-player crew holding the park
A full crew of four, mid-round. Everyone fights the same horde, and the same wallet.

Rounds

The dead come in rounds. Clear one, breathe for a few seconds, the next one is bigger. There is no wave counter to beat. The run ends when the crew does.

They get faster

Early rounds shuffle. From round 5 some of them trot, from round 10 the pool runs. And once a round is down to its last body, it sprints straight at you. Hunting the straggler is dead time, so it comes to you.

Solo & co-op

Alone, with a code, or matchmade: up to four. If you bleed out fully you spectate until the next round, then redeploy with the starter pistol; points and kills stay. Pausing a co-op run is a crew vote, not a dictate.

Points

Points are the only currency inside a run. Every hit prints them, every door, gun and machine spends them. Low-damage guns need more hits per kill, which is why the starter pistol is the best money printer you will ever hold.

+10

per hit

+60

kill, total

+100

headshot kill

+130

knife kill

+10

per plank repaired

Where you hit matters everywhere: heads take extra, arms and legs take less. Snipers live and die by the multiplier.

Weapons

Six classes, two ways to buy, two slots to carry. You hold one weapon and stash one more, switched with Q. Heavier guns slow you down a touch; the scoreboard doesn’t care.

P-9

SIDEARM

P-9

The starter. Prints points early.

K-7 SMG

SMG

K-7 SMG

Rate of fire over range.

Ranger AR

ASSAULT RIFLE

Ranger AR

The all-rounder.

Trencher

SHOTGUN

Trencher

The doorway argument.

Big Iron LMG

LMG

Big Iron LMG

A hundred rounds of no.

Longshot SR

SNIPER

Longshot SR

One line, many heads.

A chalk wallbuy
Wallbuys. Somebody chalked guns onto the walls, with prices. Stand under one and press E to buy; once you carry it, the same chalk refills your ammo for half the price.
The mystery box offering a weapon
The box. A wooden chest, 950 points a roll. It cycles through everything the walls don’t sell and offers you ONE gun: take it or leave it. Sooner or later it pays out a teddy bear instead, keeps your points, and moves to another corner of the map.
Kowalski firing a Greyline coil launcher

Specials

The box keeps the best ones

Beyond the six classes there is a shelf of specials that no wall sells: Greyline workshop pieces, coil-wound and wrong in the best way. The box decides who gets one. Some are unique: one per run, and it stays yours until you fully bleed out.

The Punch-o-Matic

The Punch-o-Matic

Greyline soaked rifle steel in the vein, and the Punch-o-Matic that did it still breathes. Feed it your weapon and 5000 points and it comes back improved beyond specification. More damage, bigger magazines, and a new name: every gun in the game has a punched form.

Needs the power on · one punch at a time · collect it before the horde does

The Perks

Greyline bottled the hum for its garrison, and the vending prototypes are still plumbed into the vein. Four machines, four permanent buffs, held until you go down, which dumps every perk you drank. They need the power on.

IronBrew

IronBrew

2500

Hardens you from 100 to 250 health. The difference between two hits and five.

QuickFix Cola

QuickFix Cola

3000

You revive teammates in half the time, and if the horde puts you down, you get yourself back up once.

Sprint Soda

Sprint Soda

2000

Permanently faster on your feet (+13%). The gap between you and the hands behind you.

Hammer Ale

Hammer Ale

1500

Reloads in half the time, and barricade planks go up twice as fast.

Doors & Barricades

The map is bought open

The block starts small. Doors and blocked passages carry chalk prices like everything else. Pay with E and a new district, with its own wallbuys and machines, is everyone’s. Opening a door also opens it for the horde: every purchase is a decision about geometry. The block holds two of them so far. More districts are coming.

Windows are the front line

The dead climb in through the windows, six planks per frame, tearing one plank at a time. Stand at a frame and hold E to rebuild it, +10 a plank. A rebuilt window is time, and time is the only thing the block sells cheap.

Knife, Grenades & Legs

The knife

V or right-click. Highest payout in the game (+130) and it one-taps the early rounds. Round one is traditionally settled with steel to fund round five.

Grenades

G throws at your cursor. You start each run with two and the block hands a few back every round. They clear crowds, they open space around a downed friend, and yes, they hurt you too. Respect the blast.

Stamina

SPACE sprints from a stamina pool. Run it dry and your legs lock for a moment, usually the worst moment. The bar refills when you walk; Sprint Soda and a few Bunker crafts stretch it.

The Horde

The horde scales with the crew: more players, more bodies per round. Shoot their legs off and they keep coming, crawling, slower, still lethal at your ankles.

And they choose. Every crew colour pulls the horde differently; it is baked into their pathfinding. White is the strongest magnet, green the weakest. If you wear white, you are not imagining it: they really are all coming to you. Use it. The magnet kites, the others hold the guns.

WHITE

magnet

BLUE

strong

YELLOW

mild

GREEN

calm

The horde piling onto the white player while three teammates stand free
Live capture: four players in a line. Eleven zombies on white, one on everyone else.

Boss round

The Sump Diver

Every few rounds, the horde stays down and something older comes up instead: a corroded brass diving suit with nothing dry inside it. A Sump Diver round is its own round. No shamblers underneath, just the divers and what they tear off themselves to throw at you. They hit like the door of a bank vault, they do not hurry, and the round ends only when the last of the family is down. Clearing it pays the crew a full Max Ammo, on the spot where the last one fell.

You’ll hear the hoses before you see him.

Down, out, back

  • You carry 100 health; it regenerates when nothing is chewing on you.
  • Hit zero and you’re down, not dead: a teammate has your bleedout timer to reach you and hold E for the four-second revive. Every hit they take interrupts it.
  • Going down costs every perk you drank. The gun stays.
  • Fully dead? You redeploy when the next round begins.

What they drop

  • Max Ammo: a crate in green flames. Every magazine and reserve on the crew, refilled.
  • Insta-Kill: a burning skull. For a few seconds, everything dies to one touch.
  • Nuke: the whole floor, cleared at once.
  • The power switch wakes the perks, the Punch-o-Matic and the fire traps. The traps burn whatever walks in. The horde first, but not the horde only.

Scrap & the Bunker

Points die with the run. Scrap doesn’t. The Bunker, off the main menu, is where scrap becomes permanent gear: the bench crafts it, the loadout carries it, the market trades it.

How scrap is earned

Scrap enters through spending points: doors, wallbuys, ammo, perks, the box, the Punch-o-Matic. Every 3000 points spent buys one hidden roll at a 30% chance; a hit drops a scrap ingot worth 1 for every ten rounds deep, rounded up: one through round 10, two through 20. At most 5 ingots per player per round. Spending IS the mine.

The loadout

You carry at most 4 crafts into a run, picked in the Bunker beforehand. Charges sit on keys 5 to 8, one key per slot, and each kind fires once per round. Charges stack as a supply across runs; passives and attachments are consumed by the run that uses them.

Gates

Every recipe needs a profile level, and the strongest also demand a mark in the Ledger: a LEDGER tag below means the bench will not sell it until the named achievement family is yours. Levels come from playing; the Ledger comes from playing well.

Passives

23 recipes

Applied for the whole run, consumed by the lobby. Craft once, carry, spend.

Dry Boots

40 SCRAP

Stamina regenerates 15 % faster

LV 2

Deep Lungs

50 SCRAP

Sprinting drains 15 % less stamina

LV 3

Cold Start

60 SCRAP

Sprint starts on a nearly empty bar

LV 4

Long Stride

60 SCRAP

Exhaustion lock 3 s → 2 s

LV 5

Sea Legs

180 SCRAP

No speed penalty from weapon weight

LV 11 · LEDGER arsenal 25

Iron Ration

120 SCRAP

Health regenerates 30 % faster

LV 5

Field Dressing

130 SCRAP

Regeneration starts 1 s sooner

LV 7

Tourniquet

110 SCRAP

Bleedout 45 s → 60 s

LV 9 · LEDGER no down 10

Cold Water

220 SCRAP

25 % less damage from sprinters

LV 16 · LEDGER hold 30

Oiled Action

60 SCRAP

Weapon swap 25 % faster

LV 6

Deep Pockets

100 SCRAP

+1 grenade at spawn

LV 8 · LEDGER boom 250

Steady Hands

100 SCRAP

20 % less spread while standing still

LV 9

Hard Cast

260 SCRAP

Penetration keeps 65 % damage instead of 50 %

LV 18 · LEDGER arsenal 40

Gutting Knife

70 SCRAP

Melee reach 40 → 55

LV 4 · LEDGER blade 5

Cannery Hook

190 SCRAP

Melee damage 150 → 200

LV 14 · LEDGER knife 1k

Sorter's Hands

90 SCRAP

Box spin 30 % faster, longer claim window

LV 7 · LEDGER box 50

Scrapper's Eye

100 SCRAP

Powerups linger 45 s instead of 30

LV 10 · LEDGER drops 100

Machinist's Touch

110 SCRAP

Punch-o-Matic works 40 % faster

LV 10 · LEDGER pap first

Short Shift

60 SCRAP

Co-op respawn half a round earlier

LV 6

Long Reach

90 SCRAP

Revive from twice the distance

LV 6 · LEDGER revive 1

Second Pair of Hands

100 SCRAP

Revive 20 % faster

LV 8 · LEDGER revive 50

Field Medic

170 SCRAP

A hit no longer interrupts your revive

LV 12 · LEDGER triage

Harpoon Lore

150 SCRAP

+15 % damage against a Sump Diver

LV 13 · LEDGER diver 50

Charges

14 recipes

Stack as a supply that survives many runs. Fired mid-run on keys 5 to 8; one of each kind may fire per round.

Off the Books

200 SCRAP

Invisible to zombies for 15 s

LV 6

Dead Air

180 SCRAP

Every zombie loses track of you for 8 s

LV 8

Slipway

260 SCRAP

Teleport out of a grab to a safe point

LV 7

Shift Ticket

380 SCRAP

Revive yourself once

LV 10 · LEDGER no down 10

Foreman's Whistle

550 SCRAP

Revive every downed player, perks intact

LV 8 · LEDGER hold 40

Sump Gas

280 SCRAP

Zombies nearby drop to crawlers

LV 14 · LEDGER diver 10

Undertow

320 SCRAP

Every zombie drops to walker speed for 20 s

LV 11

Low Tide

340 SCRAP

No new zombies spawn for 20 s

LV 13 · LEDGER hold 25

Cold Store

380 SCRAP

Freeze every zombie on the map for 10 s

LV 12 · LEDGER hold 30

Greyline Call

420 SCRAP

Every zombie walks away from you for 20 s

LV 18 · LEDGER hold 50

Spare Key

150 SCRAP

Open one door without paying points

LV 8 · LEDGER doors 100

Chain Shot

240 SCRAP

Next 30 shots penetrate without limit

LV 13 · LEDGER arsenal 25

Last Call

260 SCRAP

Reloads are instant for 60 s

LV 12 · LEDGER teetotal 25

First Round's On Me

250 SCRAP

One random perk: only before round 5

LV 9

Attachments

6 recipes

Bolted to every weapon you touch, all run. Every one of them pays for its bonus with a drawback.

Foregrip

150 SCRAP

−15 % spread · +10 % reload time

LV 4

Extended Mag

260 SCRAP

+25 % magazine · −20 % reserve

LV 8

Port Choke

200 SCRAP

Tighter pellet spread · −15 % range

LV 9 · LEDGER arsenal 10

Quick Release

280 SCRAP

−20 % reload time · −15 % reserve

LV 10

Harbour Sight

320 SCRAP

+12 % headshot zone · −8 % hipfire accuracy

LV 13 · LEDGER heads 5k

Bored Barrel

400 SCRAP

+8 % damage · −10 % fire rate

LV 12 · LEDGER arsenal 25

The Market, exactly

  • Player to player. What trades is bench gear (crafted items and their blueprints), scrap itself in lots of 100 or more, land deeds from the district registry, and weapon blueprints: papers the bench cannot build, pressed only by taking the same special weapon from the mystery box 25 times. Calling cards, icons and titles never enter the market; those are Ledger unlocks and stay yours alone.
  • Listing escrows the goods server-side: they leave your bunker the moment the listing exists, and come back if you cancel. Scrap comes off your balance and lands on the buyer's.
  • Every listing stands for one day, then comes home unsold. You may hold 10 at a time.
  • Prices are set by the seller. On every sale the seller receives 90% and 10% is the market fee.
  • A purchase first reserves the listing for you, then settles: two buyers can never pay for the same item. Settled trades are final.
  • Sellers are shown by player name, and a sale announces itself the next time you open the game, even if it happened while you were away.

Cosmetics & what’s coming

The Ledger dresses you for free: every achievement family you complete unlocks its calling card, its coin and its title, worn from the profile card in the menu. A store for skins is on the way and will follow the same law as everything else here: cosmetic only, licensed not owned, and covered by the Terms.

Nothing on the bench or the market grants power over other players. It sharpens your run, never theirs.

The Land Registry

Greyline is carved into 129 plots of playable ground, and every plot has exactly one deed. The registry lives in the menu: browse the plots on the real map, see who holds what, and buy open deeds with USDC. A deed does one thing, and does it forever: it collects the ground rent.

The deed

Plots are priced by their ground, from $100 in the far corners to $800 on the spawn square. One holder per plot, 129 holders in the world at most. The registry shows every plot as it is in the game: the walkable ground lit, the boundary drawn, the holder named.

Ground rent

Every 100 kills made on a plot, by anyone, in any run, pay its deed holder 1 scrap. Rent accrues from the moment you buy, never backdated, and is collected in the registry with one press. When a crew works your ground, the game tells you: live if you are online, as a card in the menu if you were away.

Selling on

A deed is bench-market goods like any other: list it from the market's sell tab at your own price (every listing floors at $0.10), and the buyer takes the deed and the rent with it. The usual split applies: the seller keeps 90%. Standing rent is paid out to you the moment you list, so nothing you earned rides along.

Field note

The block keeps secrets

There are radios that answer E. There is chalk nobody admits to writing, machines that hum louder some nights, and at least one thing under the pavement with a name. None of it is required. None of it is explained here. If the block wants you to know, it will tell you mid-run, and if you find something, the crew will say so out loud.

Controls, Desktop

Every binding below is the default; all of them can be changed in Settings.

WASD
Move
MOUSE
Aim
LMB
Fire
RMBV
Knife
SPACE
Sprint (Shift works too)
R
Reload
EF
Use / Buy
Q12
Switch weapon
G
Grenade, thrown at the cursor
5678
Carried charges, one key per slot
TAB
Scoreboard (hold)
ENTER
Chat
ESC
Pause & settings
F11
Fullscreen

Controls, Phone

The same run, one hand fewer. Either thumb walks: the stick has a home ring in each bottom corner, so the hand the horde leaves free is the one that runs. Sprint engages by itself at full deflection. There is no aim stick: touch the world and the shot goes there, lightly assisted. Hold the grenade and your finger marks the landing spot; a short tap on your own character presses use. The right side holds swap, reload, knife and grenade; buy prompts appear as a tappable pill.

Touch controls with the move stick deflected
A thumb on the stick, grabbed from either home ring. The yellow ring is full deflection, which is also the sprint.
Touch HUD at rest
Swap · reload · knife · grenade on the right, pause and scoreboard up top.

Controls, Controller

Plug in or pair a PS5 or Xbox pad, on desktop or on the phone, and move a stick: the run hands it the controls on the first input. Touching the screen, the mouse or a key takes them straight back. No setup, no toggle. The menus speak pad too: d-pad or stick moves the focus, Cross or A confirms, Circle or B backs out. Every button below is the default; rebind them in Settings while a pad is connected.

L STICK
Move
L3
Sprint: click while moving, holds until the stick rests
R STICK
Aim (resting, shots follow your walk)
R2R1
Fire
L2L1
Grenade: hold to aim the landing spot, release to throw
X
Use / Buy (the box, the doors, the machines)
A
Reload
Y
Switch weapon
B
Knife (clicking the right stick works too)
D-PAD
Carried charges, one direction per slot
OPTIONSMENU
Pause & settings
SHAREVIEW
Scoreboard (hold)

Settings & the Menu

Rebind any key, tune sound and display. ESC opens the same panel mid-run. The title screen keeps the rest of your record:

  • Live Games: watch running crews, join the ones with a seat open.
  • Recent Games: your runs, replayable as films, stored on your own machine.
  • Record & The Ledger: lifetime stats and every achievement the block has on you.
  • Leaderboard: the deepest runs on record.
The settings panel