The deck does not stop while you decide — you
can still be shot standing here.
UNCHARTED DRIFT · SECTOR BOUNDARYFIRMWARE dev
DARKBOUNTY
Server-authoritative twin-stick deathmatch,
fought on one deck of a dark ship
▸ Passive scan
A bounty hunter goes where the law does not.
Long-range contact: an imperial cargo hauler.
Dark. Drifting. Still loaded.
Its manifest is worth more than your ship.
You are not the first to find it.
Others are already aboard. The prize goes to
whoever walks off that deck.
80%
On
Off stops it being drawn on this machine only
— nobody is told, because a setting other people could notice is
not a setting. Click a callsign in the muster to stop reading that
one.
On
The key list in the corner of the deck. H
hides and shows it in game — this is the same switch.
Pick a server to see what is
running on it.
IDENTITYANONYMOUS
Your record lives in this
browser only. Sign in to keep it on any machine.
THE RECORDREADING
DECK 04 · SECT 7-ALIFE SUPPORT NOMINALFIRMWARE dev
DARKBOUNTY
Server-authoritative twin-stick deathmatch,
fought on one deck of a dark ship
WASDMove
MouseAim
ClickFire
Right clickL AltBrace — steady, slow
SpaceDash
ShiftSneak — silent, slow
RReload
TMedpack — hold still 4s
FLight on/off
QELoadout slots
EnterChat — you stop driving
MMute sound
Headphones strongly recommended. Sound
carries around corners and through walls where sight cannot — footsteps,
gunfire and blades all give away a position you may never see. Hold
Shift to walk on your toes: no footsteps at all, at well under
half your speed.
The deck is dark. A lit lamp can be seen right across
it — douse yours with F to disappear, at the price of being
nearly blind. Firing gives you away. A few fixed lamps stay lit no matter
what: crossing one means being seen — and that holds even under
Stealth, which a wall lamp or anyone's flare will break for as
long as you stand in the light.
Every doorway is a powered door. There
is nothing to press — walk up and it opens, and it shuts behind you. Shut,
it stops bullets and sight like any bulkhead, so a compartment is sealed
until somebody is standing in the threshold. It also hisses, and
that carries about as far as a footstep: if you hear one cycle, something
just moved through the room next door.
Held fire walks your aim off target.
The reticle opens as the barrel heats, and where the round goes inside
that cone is not yours to choose — so bursts, not magazines. Running
makes it worse; walking on your toes is as steady as standing still. Hold
right click to brace: the cone all but closes and the
weapon tightens with it, at a third of your speed and with the barrel
swinging rather than snapping. You can fire throughout.
On touch: left half of the screen moves, right half
aims and fires, and the ring at the bottom braces — tapped rather
than held, since both thumbs are already busy.
MUSTERSTANDING BY
Your side can see what you are carrying, and nobody
else can. Two Shields and no Thermal is a decision somebody has to
make — make it here, because on the deck it is too late.
Ready locks your side and your kit. Un-tick it to
change either, which also stops a countdown that has already
started.