The Liberators

The Liberators

About the Game

The Swarm has taken the world. Everything worth having is still out there, and somebody has to go and get it.

LOOT, EXTRACT, UPGRADE, REPEAT

Drop in with your squad, fight through infested ground, and grab whatever you can carry - weapon parts, samples, research containers. Then call the extraction drone and get out. What you carry home rebuilds your HQ. What you were carrying when you died stays on the ground.

Runs are short. What you are building with them is not.

AN EXTRACTION SHOOTER THAT LETS YOU LOSE

No PvP. No wipe that puts you back to nothing. Standard-issue gear is always free and always waiting for you, so a bad run costs you the loot you got greedy with and nothing else. Bring nothing and risk nothing, or bring your best and set your own stakes. You decide how hardcore this gets.

SHARED-SCREEN CO-OP

You move as one unit down one road. Fall behind and the screen stops until the squad regroups, so nobody sprints ahead and nobody gets left behind. Friendly fire is on, ammo runs out, and a downed teammate needs somebody to come back for them.

THREE ROLES, ONE UNIT

Assault brings a shotgun and a War Cry that turns you berserk when the crowd closes in. Support carries the heavy machine gun, moves slowly, and drops ammo for everyone. Medic has an SMG and speed, scouts ahead and drops medkits.

EXTRACTION IS A DECISION

You can call the drone at any moment. Calling it is loud: the whole map hears it, and the seconds before it lands are the most dangerous of the run. Leave early with a little, or push deeper and gamble everything you are carrying.

EVERY SUPPLY DROP IS A CHOICE

Three drops per mission, three options each - a weapon attachment, armor plating, or a utility upgrade. Grenade rifle, extended dash, ammo belt, shield. No dead picks, and no two runs armed the same way.

THE BOARD ALWAYS HAS WORK

Scavenge runs, extermination contracts, boss hunts for Monster Hosts, and events that appear without warning when an enemy base turns up on the map. The further your HQ gets rebuilt, the harder the work and the better the pay.

REBUILD THE HQ

You start with a dark base and one free rifle. Research containers turn the lights back on, one facility at a time. The Armory crafts and upgrades weapons from blueprints and scavenged parts. The Lab converts samples and intel into raw stats and mutations. The Workshop tunes your active skills. The Gym turns Steroids into muscle, health and stamina. The Bar sells a round that buffs the whole squad on the next drop, and the Cloakroom sells the outfit you do it in.

KNOW WHAT IS OUT THERE

Swarmers come in numbers and die in numbers. Acid spitters and flyers pick apart your positioning. Mini-bosses are smart enough to plan. Monster Hosts reshape the level while you are fighting in it. And the people who caused all this are still around - unlike the bugs, they shoot back.

PC AND MOBILE, SAME SQUAD

One build, full cross-play. Your friend on a phone drops into the same run as you at a desk.

PC AND MOBILE, SAME SQUAD

One build, full cross-play. Your friend on a phone drops into the same run as you at a desk.

Initial Release