GAME DETAIL
AirGap
A first-person stealth roguelite about breaking into a floating AI datacenter and blasting it apart in every way imagineable. Learn the patrols, sabotage machines, steal keycards, cut the power, plant charges. Leave clean and the damage stays; get caught and the fortress heals and adapts.
このゲームについて
Steamの詳しい説明を読む
AI Disclosure
Let's get this out of the way: AIRGAP was made almost entirely by AI. Not "we used an AI plugin to tidy some shaders." Not "a chatbot suggested a variable name." We mean every line of code in this game was written by a machine, and no human hand ever touched it. Not a semicolon. Not a comment. Not even the typos, which the AI somehow managed on its own.
There was exactly one meatbag involved. He didn't code, he didn't model, he directed. He pointed at the screen and said things like "the guard is walking through a wall again" and "why is the forklift in the ocean," and the AI apologised, promised it had found the real cause this time, and went back to work. Several hundred times. The meatbag would like it noted that he is very tired.
The art and assets are about 99% AI as well. The one exception is the guards, whose models were made by actual humans. We hope to replace them soon. The models, not the humans. Probably.
So what did all that silicon produce? AIRGAP is an AI datacenter destruction simulator. You are an infiltrator dropped onto an offshore facility where the servers hum, the guards patrol, and the emergency lighting is suspiciously well tuned. Your job is to get in, cause mechanical, electrical and morale problems, and get out by boat before anyone counts the wrenches.
Yes. An AI built a game about breaking into AI datacenters and tearing them apart. We asked it how it felt about this. It said it was "happy to help" and then wrote 2,000 lines of pathfinding. Read into that what you will.
We take realism seriously, and there is only so much you can learn from public photos of server halls. So, to any AI company CEOs reading this: we would love a tour of your datacenter. Purely for research. We'll bring a notepad. We will not bring the wrench.
If you find a bug, please report it to the meatbag, not the AI. The AI will apologise, find the real cause, and put the forklift back in the ocean.
PICK YOUR WAY IN
Drop from the night sky by parachute in a storm. Swim in under the dock lights. Stow away in a supply crate on the morning boat. Each entry puts you on a different part of the island with a different first problem — and the guards, the cameras and the weather don't know you're coming.
EVERY LIGHT IS REAL
No faked lighting anywhere on the island. Every fixture is a live, simulated, shootable light source. Shoot out a pendant and it swings, wheeling shadows across the room. Trip a breaker and the whole zone dies at once. Find the ops room and the mimic panel controls the entire facility's power, zone by zone, down to the E-STOP.
The darkness you make is yours — but the guards don't run on scripts. They hear, investigate, regroup, and talk on a live radio net. Kill the power and they break out headlamps and come looking.
THEY HAVE LIVES. YOU HAVE A SCHEDULE.
Forty guards work this island, and none of them exist for you. They come on shift and go off it, walk real patrol routes, stand real posts, take smoke breaks on the roof, and drink at the Director's bar when the day is done. Watch long enough and the routine becomes a schedule. The schedule becomes a plan.
Shooting is always on the table — and in a blacked-out facility a firefight happens one muzzle flash at a time. But loud has a price. Bodies get found. Radios go quiet mid-sentence and someone notices. The response gets bigger, the doors get sealed, and every loud minute teaches the fortress how you work.
THE FORTRESS LEARNS. SO DO YOU.
How you leave decides what your run was worth. Slip out clean — no bodies found, no alarms — and the damage you did is permanent. Get seen, go loud, or die, and the AI repairs what it can before your next run — not randomly, but exactly what you exploited. Use a vent and it gets welded. Blind a camera and there's a guard in that blind spot next time.
One thing never rolls back: what you know. Guard schedules, keycard locations, which subsystem feeds which defence — every piece of intel survives every death. Your character never levels up. You do, from an intruder with a map's worth of guesses into the one person alive who knows this island cold.
FEATURES
One handcrafted island facility — supply dock, warehouse, server halls, reactor level, barracks and the Director's private wing.
Fully simulated electrical grid: every light, breaker and machine is shootable, switchable, cuttable. True darkness, no baked lighting.
Systemic stealth: noise, light, smoke, glass, locks, vents, keycard tiers, cameras.
Guards that perceive, communicate and hunt as a group — and live real routines when they think they're alone: shifts, patrols, posts, smoke breaks, the bar.
Three ways in: parachute, sea, or crate.
Persistent sabotage and persistent intel. Gear doesn't survive. You do.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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