GAME DETAIL
Hundred Metres Back
Kellsport, 1999. When a bag nobody owns turns up, everyone moves a hundred metres back, except you. From a police van full of switches and CRT monitors, drive a clumsy bomb-disposal robot to it, X-ray it, read what is inside and make it safe. Get it wrong, and the CCTV shows you why.
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Steamの詳しい説明を読む
Everyone else walks away. You drive closer.
When a bag nobody owns turns up in the city of Kellsport, everyone is moved a hundred metres back, except you. From a cramped police van full of joysticks, switches and flickering CRT monitors, you drive DRAY, a slow, heavy bomb-disposal robot, up to the item, X-ray it, read what is inside and make it safe. When you get it wrong, the screens go white and a CCTV camera shows you exactly what happened.One call-out, start to finish
The ticket. The printer chatters out where the item is and what the caller noticed.
Drive the robot. Steer DRAY through the evacuated space on a grainy night-vision feed. The radio link fades with distance and steel.
X-ray it. Stand the panel behind the item with the claw, line up and expose. The image develops line by line.
Identify the parts. A battery, a clock, a phone, a switch, or a ticking alarm clock and somebody's lunch.
Disrupt or carry it away. Aim the disruptor through the right part, carry the item back in the basket, or blow it in place when nothing else is safe.
Report. Call it in on the radio. The printer types your report and stamps your grade.
Four districts and Millennium Night
29 call-outs through autumn and winter 1999: an underground car park, a Victorian railway station, a high street in the rain and the docks in fog, then three last jobs against the clock to midnight on New Year's Eve.The Long Walk
Some items sit where no robot can reach. Then you put on the suit and walk the hundred metres yourself, the firing cable paying out behind you. Then you walk them back.When it goes wrong
The incident report names the tell you missed; one press, and you go again. Nobody is ever hurt: every place is evacuated before you arrive.Night Shift and Daily Call
An endless run of generated jobs with three strikes, and one shared generated job a day with a single scored attempt.Made by code
Every model, texture, sound and note of music is generated by the game's own code. No photographs, no recorded sounds, no asset packs.Features
29 campaign jobs: 4 to 6 hours for a first completion
14 robot upgrades and a Casebook of everything the X-ray has shown you
Accessibility: flash reduction, camera shake slider, LED patterns, sound cues as printed text, adjustable hold-to-fire, full rebinding
Keyboard and mouse; partial controller support
Quality chosen for your PC on first launch; Ultra by hand
Single-player, English only
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。
ジャンル・機能
機能カテゴリ
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。