Unending Watch - Dead Man's Fingers
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About the game
Un jeu de survie et d'extraction steampunk fondé sur des combats rapprochés brutaux et une tension constante. Pas d'armes à feu : seulement des coups puissants, des contres judicieux et un instinct de survie à l'état brut. Les ennemis vous traquent, s'adaptent et vous tendent des embuscades. Le monde change en pleine expédition. Évacuez avec votre butin… ou laissez les ténèbres vous emporter.
Description d’origine sur Steam
This is a steampunk extraction-driven experience built around tension, survival, and brutal close-quarters combat. Every run is a risk—what you bring in, what you extract with, and what hunts you along the way is never guaranteed.
Brutal Close-Combat Fighting
Combat is intimate, heavy, and physical. Every swing has weight. Every hit matters. There are no firearms—combat is built entirely around close-range weapons designed to feel raw, desperate, and punishing.
Players can:
• Chain heavy strikes and fast attacks
• Perform timed counters and defensive maneuvers
• Stagger, overwhelm, or crush enemies through positioning and momentum
Combat rewards awareness, timing, and aggression—not button-mashing.
Intelligent, Unpredictable Enemies
Enemies are not scripted targets. They think, react, and adapt.
• Enemies can hide, stalk, and ambush, using the environment to their advantage
• They make judgment-based decisions—retreating, flanking, or pressing an attack depending on the situation
• Darkness, sound, and player behavior influence how enemies respond
You’re not just fighting monsters—you’re being hunted.
Dynamic Environments
The world itself is unstable and hostile.
• Destructible walls and structures can open new paths—or new threats
• Environments can change mid-run, altering layouts, sightlines, and safe zones
• Player actions may permanently affect the level during an extraction attempt
No two runs feel the same, even in familiar locations.
Boss Encounters
Certain areas contain rare, high-threat bosses that may appear under specific conditions.
• Bosses are not guaranteed to spawn
• Encountering one is a high-risk, high-reward situation
• Choosing to engage—or escape—is always the player’s decision
These encounters are meant to feel dangerous, unexpected, and unforgettable.
Fear System (Planned Feature)
A Fear Meter will be introduced later in development and demonstrated to players.
• Fear builds through isolation, damage, enemy proximity, and environmental pressure
• High fear may impact perception, decision-making, or combat effectiveness
• Managing fear becomes part of survival, not just combat
The goal is to make tension a mechanic, not just a mood.
Tools of Survival
Players have access to a wide range of brutal, improvised tools:
• Multiple melee weapon types, each with unique strengths and combat styles
• Grenades built for disruption, area denial, or crowd control
• Traps that can slow, damage, lure, or manipulate enemies
Preparation matters—but improvisation is often the difference between extraction and death.





Informations sur la démo et la sortie
Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.
Démo Steam, playtest et accès anticipé : quelle est la différence ?
Informations et visuels : Steam · Dernière vérification UTC