VECTORKILL

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Identharb.vectorkill
Created
Updated
Latest Version 424450 484.7 MB +2625 ~144 -2526
Tags cards coop fps historical horde multiplayer roguelite shooter singleplayer survival waves
Links s&box
SummaryWave-survival boomer shooter in 1880 New York. Solo or 4-player co-op, four gun classes, tarot card builds and a grappling hook.
Description
New York, 1880. They put a sack over your head, told you that you had been chosen, and never told you why. Now the Institute sends you through its doors into the worst corners of the city, and every time you fall, it brings you back. VECTORKILL is a fast wave-survival boomer shooter. Hold the ground against corrupt Tammany police and a cult that grows bolder by the night, alone or with up to three friends. HOW A RUN WORKS • The waves don't stop. After every wave you draw a tarot card: weapon upgrades, single-use actives, defensive cards. Thirty cards, a handful of slots, a different build every run. • The dead leave their souls behind. Every fifth wave Ezra opens his shop, and souls are the only coin he takes. • Every class carries a grappling hook. Drag a gunman out of cover, or haul yourself out of trouble. • In co-op a downed friend can be picked back up. Leave them and you're one gun short. FOUR CLASSES • Sharpshooter: a scoped Vetterli and a Colt. Wall jumps, double jumps, and a hook that lets you hang from the rafters and keep firing. • Juggernaut: a sawed-off, a rotary gun and a shoulder charge that knocks police off their feet. • Bounty Hunter: Winchester and Colt. Kill a hooked target and the bounty pays out in Winchester rounds. • Gunslinger: twin Colts. Fan the hammer, and every headshot kill puts a round back in the cylinder. FIVE MAPS • Harmonie Garden: a dance hall on the Bowery, shut since the raid. • Paradise Park: five streets around a quarantined park, and they come from every corner. • Mulberry Street: a stoop-to-stoop street fight under tenement windows. • Bandit's Roost Yard: one way in, brick on every side. • Church of the Transfiguration: hold the nave, the gallery and the bell tower stairs. THE INSTITUTE Between runs you wake up in the Institute's basement. Pick your class, dress your hunter, spend banked souls tuning your guns at the workbench, then take the next job off the board and step through the Hall of Doors.
New York, 1880. They put a sack over your head, told you that you had been chosen, and never told you why. Now the Institute sends you through its doors into the worst corners of the city, and every time you fall, it brings you back. VECTORKILL is a fast wave-survival boomer shooter. Hold the ground against corrupt Tammany police and a cult that grows bolder by the night, alone or with up to three friends. HOW A RUN WORKS • The waves don't stop. After every wave you draw a tarot card: weapon upgrades, single-use actives, defensive cards. Thirty cards, a handful of slots, a different build every run. • The dead leave their souls behind. Every fifth wave Ezra opens his shop, and souls are the only coin he takes. • Every class carries a grappling hook. Drag a gunman out of cover, or haul yourself out of trouble. • In co-op a downed friend can be picked back up. Leave them and you're one gun short. FOUR CLASSES • Sharpshooter: a scoped Vetterli and a Colt. Wall jumps, double jumps, and a hook that lets you hang from the rafters and keep firing. • Juggernaut: a sawed-off, a rotary gun and a shoulder charge that knocks police off their feet. • Bounty Hunter: Winchester and Colt. Kill a hooked target and the bounty pays out in Winchester rounds. • Gunslinger: twin Colts. Fan the hammer, and every headshot kill puts a round back in the cylinder. FIVE MAPS • Harmonie Garden: a dance hall on the Bowery, shut since the raid. • Paradise Park: five streets around a quarantined park, and they come from every corner. • Mulberry Street: a stoop-to-stoop street fight under tenement windows. • Bandit's Roost Yard: one way in, brick on every side. • Church of the Transfiguration: hold the nave, the gallery and the bell tower stairs. THE INSTITUTE Between runs you wake up in the Institute's basement. Pick your class, dress your hunter, spend banked souls tuning your guns at the workbench, then take the next job off the board and step through the Hall of Doors.
Votes 3 0 5
Error Rate0%
Reviews
2 reviews
50% Recommended (1) 50% Promise (1) 0% Needs Work (0)
Usage
1 active now 5 players 14 sessions 2 hours playtime 7 minutes avg session
CCU sampled Totals captured
Data
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