ZERO HOUR

SHELTER MAINTENANCE COOPERATIVE — EST. 1954

The Bureau is listening.

1–4 PLAYER CO-OP HORROR · GAUNTLET V2 (R81b) · WINDOWS
DUTY TERMINAL // BRIEFING

YOUR SHIFT

The year is 1954. The Bureau of Shelters buried something under the country, and it is your shift. You and up to three other operators ride a vintage subway rail car down into a civil-defense installation that goes down forever. The Bureau built these rooms to be impressive first and useful second — monumental board-formed concrete coffers, brass gauges, and Cyrillic enamel signage.

Your real voice is a core game mechanic: proximity chat is always live. Whisper and only the crewmate beside you hears it; shout and everything on the floor knows where you are. One of the things down there banks your spoken words in memory and says them back. Every texture, 3D model, and sound effect is synthesized at runtime by pure Godot code — zero asset packs, all the way down.

Monumental brutalist bunker hallway with emergency lighting and hide lockers
PLATE 01 — FACILITY TRANSIT CONCOURSE. CONCRETE COFFERS, EMBEDDED PIPE NETWORKS, AND HIDE LOCKERS.

PRE-GAME STAGING // THE MUSTER DECK & THE KEEPER

THE MUSTER DECK

Before descending into the dark, crews assemble in the networked staging hub. The Foreman reviews the Shift Manifest Board (Difficulty, Map Directive, Entity Report, and Door Policy) and checks THE PLAN chalkboard before pulling the heavy red drop lever.

Down the concourse sits the Social Club. Behind the brass counter stands THE KEEPER, dispensing coffee, scrip requisitions (felt-soled boots, high-drain torch cells, flares, survey charts, and radiation dials), alongside the rec-lane tournament dartboard and the Test Your Nerve shock machine.

The monumental Muster Deck crossing with illuminated Cyrillic signs
PLATE 02 — MUSTER DECK CROSSING. CIVIC-SCALE SOVIET BRUTALISM & CYRILLIC SIGNAGE.
The Keeper standing behind the brass bar counter in the Social Club
PLATE 03 — THE SOCIAL CLUB & THE KEEPER. COMMISSARY REQUISITIONS AND TOURNAMENT DARTS.

WORK ORDER — IN ORDER

THE JOB · HOW TO WIN A FLOOR

The war-room chalkboard says it best: READ THE SITE BOARD — THE FLOOR DEALS A CARD. The card may reorder steps 1–3.

  1. 1 POWER

    Find spare fuses (amber-beaconed pickups) and feed each sector's breaker panel. Dead breakers mean dead card readers ("NO POWER").

  2. 2 PUNCH

    Hold [E] on each of the three Bureau time clocks. Mid-punch the reader grinds — hold through it or the card jams, loudly. Every punched card pays +35 to the shift fund.

  3. 3 VENT

    Hold the boiler valve wheel until pressure vents. On UNION floors a second crewmate holds the bleed lever — solo operators crank at about a third speed.

  4. 4 ARM

    Cards + pressure bring the platform dispatch console live. Pressing it rings a real station bell and starts a 60-second alarm window (12 seconds on drills). Everything on the floor hears it.

  5. 5 RIDE

    Be on the platform. The rail car slides in under cubic braking. Riding out wins the floor, banking fund, salvage, and rank. Anyone left behind is lost.

Sector fuse box and dead breaker panel
PLATE 04 — POWER GRID. AMBER-BEACONED FUSES FEED DEAD SECTOR BREAKERS.
Punching the Bureau time clock with first-person HUD and hotbar
PLATE 05 — TIME CLOCK PUNCH. FIRST-PERSON HUD, VOX METER, AND 5-SLOT HOTBAR.
Turning the massive boiler valve hand wheel under Cold Boot warning
PLATE 06 — BOILER VALVE STATION. VENT STEAM TO LOWER SECTOR HAZARD.
Platform dispatch authorization console armed with 60s countdown
PLATE 07 — PLATFORM DISPATCH CONSOLE. 60-SECOND ALARM WINDOW ARMED.
Inside the vintage subway extraction rail car with survey clipboard
PLATE 08 — EXTRACTION RAIL CAR. THE DOORS CLOSE WITH OR WITHOUT YOU.

SEEDED DEAL — SAME CARD ON EVERY SCREEN

CHAIN CARDS & DEPTH THEMES

Every floor deals one card that rewires the order of the work. The PA announces it; the site board in the booth prints it.

CARDWHAT IT DOES
STANDARDThe grammar as written.
COLD BOOTBreakers refuse fuses until the boiler is vented — vent first, then power.
LEDGER RAIDOne clock arrives already robbed and the Draftsman arrives instantly, carrying the card. Corner it to force a panic-drop; returning the card is the stamp.
FLOODED SHIFTThe natatorium brims to the deck lip; that sector's reader sits underwater until venting drains the pool.
DEAD LINEThe dispatch relay is burned out; a copper relay waits in the deepest room. The console takes the relay before it takes a press. "FIND IT OR NOBODY RIDES."
Flooded Natatorium pool room
PLATE 09 — FLOODED GALLERIES (LEVELS 3–4). NATATORIUM POOL & DRAINAGE GATES.
Boiler room steam pipes
PLATE 10 — BOILER SECTOR D-08. STEAM HAZARD & BLEED LEVERS.

ENTITY REPORT — DEFAULT: FULL ROSTER

WHAT WALKS THE FLOOR

First contact is shuffled per floor. The first minute is quiet. Grace shrinks with every level you descend.

THE CUSTODIAN

SOUND-HUNTER

Patrols, seeks, hunts. Opens one hide spot per sweep. Stalks from a distance at Level 3+. Repelled by PX flares.

THE WEEPER

CRIER

Its sob is a siren — other hunters drift toward the sound. Shooing it triggers a piercing shriek.

THE STOKER

FROM LEVEL 2

Deaf but sighted. Charges what it sees. Never opens lockers. Furnace-breath tells you it's close.

THE DRAFTSMAN

FROM LEVEL 2

Audits a punched clock for 12 seconds, then steals the card. Run it down; walk the card back to its clock.

THE BROWNOUT

FROM LEVEL 3

A light-eating drift that moves toward noise but will not enter the work-light halos around objectives.

THE UNDERSTUDY

MICROPHONE MIMIC

Buffers live voice in RAM and echoes your words back, pitch-dropped, from the dark. Chatty crews earn extra arrivals.

THE TENANT

ONE PER FLOOR

A hide locker that is already occupied. Door ajar. Audible breathing inside.

The Custodian entity patrolling dark corridor
PLATE 11 — THE CUSTODIAN. MECHANICAL SOUND-HUNTER PATROLLING FACILITY CONCOURSE.

ASYMMETRIC ROLE // 4TH OPERATOR

THE OVERWATCH BOOTH

One crewmate can stay behind in the glass overwatch booth at the platform. The booth operator sees what boots on the floor cannot:

Platform dispatch observation booth
PLATE 12 — OVERWATCH BOOTH OBSERVATION DESK.
The live phosphor CRT radar display mapping the bunker sector
PLATE 13 — 5 HZ PHOSPHOR CRT RADAR DISPLAY.

EVERY THIRD SHIFT — POSTED ON THE FUND BOARD

THE CONTRACT · NAMED AUDITS

AUDITDEMAND
THE LEDGERDeliver the quota of fund units by the deadline. Scales up each time you clear it.
PERFECT ATTENDANCETwo consecutive extractions with the full crew aboard.
SILENT RUNNINGOne shift under the noise line. Work quietly. Whisper.
FULL LEDGERExtract owing no cards — every clock punched.

Fail the audit and the contract is TERMINATED: fund seized, gear repossessed, run reset. Rank survives — and seeds a service rider so veterans restart with a cushion. Rank is worth something down there: quieter boots, a stronger wrist on the valve, a faster hand pulling a crewmate off the floor.

The facility remembers, too — sectors that burn stay sealed ("THE BUREAU DOES NOT REOPEN GRAVES"), wreckage waits where it fell, and if you return to a depth on record, the hunt starts already knowing your habits. You can shred the file. The foreman decides.

BUREAU OF SHELTERS — EQUIPMENT ISSUE SLIP
ISSUED

PLAYTEST BUILD — WINDOWS

The current field build, issued for testing. No installer: unzip it anywhere and run ZeroHour.exe. Windows 10 or 11, 64-bit.

DOWNLOAD ZEROHOUR-PLAYTEST.ZIPFIELD BUILD 0.5.0 · ABOUT 45 MB

Every build ever issued, with its date and commit, is on the release ledger.

BUREAU OF SHELTERS — FORM 12-A
COUNTERSIGN

AUDIO MONITORING ACKNOWLEDGMENT

This installation uses a live microphone. You will countersign this form on first boot.

A microphone and headphones are strongly recommended. The game is built around them.

OPERATOR INDUCTION — SHEET 1 OF 2
ADMIT

JOINING A SHIFT

  1. Run ZeroHour.exe. No install. Allow it through Windows Firewall on first launch, read Form 12-A, press ENTER.
  2. You start in the Ready Room. Walk to the terminal and press E.
  3. Open JOIN SHIFT. In the EXCHANGE row, type the address your host gave you. It is remembered after the first time.
  4. QUERY lists running lobbies — double-click one to join. Or HOST NEW to raise a fresh deck; first player in becomes FOREMAN and controls the mission settings and the red departure lever.
  5. Coded shift? Type the 4-digit code into the SHIFT CODE box first.

Crashed or dropped mid-shift? Rejoin the same lobby — the car runs you down alone onto the working floor. Fresh body at the rail platform; anything you were carrying stayed with the old one.

DUTY MANUAL — CONTROLS & RESCUES

CONTROLS

WASD  move        SHIFT sprint      CTRL crouch
SPACE jump / hold breath (while hiding)
E     interact — HOLD to punch clocks, vent valves, or DRAG bodies
F     torch      G flare (PX kit)  1-5 hotbar slots
ESC   settings   V push-to-talk (only if PTT is enabled)

The mic is open by default. Rebind keys in ESC → SETTINGS → CONTROLS. Accessibility options (FOV, Reduce Flashes, View-bob, Brightness) and per-crew voice sliders live under ESC → SETTINGS.

SPARE-DEVICE ORDER — SHEET 2 OF 2
ISSUE

HOSTING (ONE FRIEND DOES THIS)

One executable does every job. Only the spare device ever port-forwards; nobody who plays does.

  1. Copy the game folder to the spare device.
  2. Router forwards to it: TCP 7770 (the exchange) and UDP 7777-7786 (the decks).
  3. Double-click start_exchange.bat. That is the whole job. Players HOST NEW and QUERY through it. start_deck.bat runs one always-on lobby instead.
  4. Give friends your public IP for the EXCHANGE box.

Sanity check: QUERY answering "NO DECKS UP" means the line works. If QUERY says NO ANSWER — firewall or forward on TCP 7770. If lobbies list but joining hangs — the UDP range. Full detail rides with the game in SERVER_SETUP.md.

MAINTENANCE REQUEST

REPORT A FAULT

Something broke? That's the job. Report it with three things:

Most wanted right now: how the voice feels at distance, whether the mimic ever said your words back, downs and rescues, whether the booth is worth living in, and anything that made you say "wait, what?" — write that down, it's gold.