Three scavengers fight to reach their battered subway while the grasshopper-jointed Conductor occupies the platform in hard light.
Current worlds

ALL LINES LEAD BELOW · PRE-PRODUCTION · DOWNBOUND

01 / Downbound service / The premise

All LinesLead Below

A 2–4 player first-person cooperative survival-horror roguelite about leaving the only safe place you have.

Current depth01 / 07

Contact study / The Conductor does not pursue. It checks whether you belong here.

Someone was left below. Long after their line should have gone dead, their voice is coming through the intercom again.

Two to four players live aboard a battered subway train moving through an ancient underworld network beneath a ruined city. The train is transport, workshop, armory, shelter, and shared lifeline. At every stop, its doors open onto somewhere the crew must enter—and leave before departure.

Primary directiveBRING THEM BACK.

Service information

Players
2–4 player online co-op
Perspective
First person
Run
35–60 minutes
Structure
Five to eight stops
Status
Pre-production
The essentials are close. The things that can transform a run are much farther away.

Core rule 01

The Train Always Leaves

Every station raid has a deadline. Medicine, ammunition, batteries, and fuel usually wait close to the platform. Rare faction weapons, train modules, impossible relics, secret passages, and optional bosses wait in concourses, service tunnels, and forbidden platforms below.

Every additional room consumes time. Every gunshot attracts attention. Every heavy component makes the return slower. The train can be delayed, but never safely: holding it drains power, damages machinery, attracts enemies, increases corruption, and may cost the crew its next route choice.

Visible contacts / Selected studies

No safe silhouette
Three scavengers work an open municipal lockbox while a ceiling-hung flesh organism closes around the claim above them.
Salvage study / It does not guard the room. It closes around ownership.
Four crew members force subway doors shut against a pale radial organism gripping the windows and door seam from outside.
Door event / Four people hold the line while one organism learns every edge.
Three wrong-jointed human organisms gallop across track, wall, and train side as the crew reacts through warm carriage windows.
Transit attack / The train is a home only while it keeps moving.

Concept artwork created with OpenAI. Visual development, not final gameplay.

Core rule 02

Cooperation Creates the Horror

The fear is not created by adding enemy health for a larger party. Players carry bulky components, hold doors, cover retreats, revive one another, operate train systems, and argue about which line to take while the decision is still physically happening around them.

A successful run produces a story rather than merely a score: who stayed behind for the vault, who carried the power core, who lied about the clock, and who rang the bell everyone agreed never to touch.

  • 01We have enough.

    The sensible call arrives first.

  • 02There is a vault downstairs.

    Temptation gets a location.

  • 03The train leaves in two minutes.

    The argument becomes physical.

  • 04I opened it.

    The run acquires a story.

Combat posture

Capable, Never Comfortable

ALL LINES LEAD BELOW is not intended to be a constant-action horde shooter. Ammunition matters, noise travels, enemy rules can be learned, and escape is frequently the correct answer.

Exceptional equipment can briefly make the crew terrifying. Those moments remain rare enough that finding one impossible weapon feels like an event for everyone aboard—and dangerous enough that power always arrives with a second problem attached.

Line condition

The doors open. Nobody wants to be the first person outside. That hesitation is where the game begins.
Current depth01 / 07

The doors open. Nobody wants to be the first person outside. That hesitation is where the game begins.