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UNDERRUNPhobosLab · HTML5

ACTION · HTML5

UNDERRUN

Explore a dimly lit facility, restore offline systems and fight the creatures standing between you and the next area. UNDERRUN gives a compact twin-stick-style shooter a strong sense of atmosphere through lighting, a restrained color palette and electronic audio. Three designed levels provide a short campaign to work through. Independent movement and mouse aiming reward careful positioning, especially when a narrow corridor starts filling with enemies.

  • A three-level sci-fi campaign
  • Atmospheric lighting and electronic audio
  • Desktop keyboard and mouse required
UNDERRUN cover

YOUR FIRST ROUND

How to play UNDERRUN

Follow the title-screen prompt to begin. Move with WASD or the arrow keys, aim with the mouse and click to fire. Find and restore the offline systems while keeping enemies away.

  1. Start from the title screen and read the current systems objective.
  2. Explore corridors while aiming ahead of your movement.
  3. Clear nearby enemies and locate the offline systems.
  4. Restore the systems to progress through the three-level campaign.

Controls

WASD / arrow keys
Move
Mouse
Aim
Left click
Fire

Tips for a better run

  • Keep moving sideways while firing so approaching enemies have a harder time surrounding you.
  • Check unexplored branches when the system counter shows unfinished work.

GAME DETAILS

Source
PhobosLab
Format
HTML5
Developer
Dominic Szablewski / PhobosLab
Platforms
Browser
Orientation
Landscape
Play location
Here on Gamezesty
View source page ↗

An independent game hosted by its creator. Game progress belongs to the creator's site; use its save or export options before switching browsers.

BEFORE YOUR NEXT ROUND

UNDERRUN: useful things to know

An atmospheric twin-stick-style shooter built around three compact, designed levels.

Is UNDERRUN an endless arena or a sequence of levels?

It has three distinct levels. Treat a first attempt as learning a compact campaign: pay attention to the layout and the places where you encounter trouble so you can make a more deliberate route on the next attempt.

Does replaying a level produce a completely new enemy layout?

The developer explains that enemy and power-up placement uses a seeded generator reset to the same value for each level. That makes repeated attempts useful for learning the encounters rather than expecting a fresh random arrangement every time.

Publisher / creator research reviewed . These notes describe the game; they are not a claim of testing every level or device. Our editorial approach.

Sources for these notes