Sotto · Lift Bay 04
SCRAPFALLRide up. Strip it clean. Get back down before the Sweep.
The lift takes you up to a dead surface that belongs to the machines. Everything you carry up can be taken from you. Everything you carry back down is yours to keep. You have eighteen minutes, one way out that is already closing, and other people up there who want what you are carrying.
No download
It runs in the tab you already have open
A fair fight
The server calls every shot, not your ping
Cosmetics only
Nothing you can buy shoots

Actual gameplay
This is not a video. It is the game, running here.
Nobody recorded this. A raid is playing out in the panel below while you read it — the same map, the same machines, the same fog and the same fights you get when you sign in. It started the moment you scrolled to it, in the tab you already had open.
Starting a raid…
No download · No card · Cosmetics only
The loop
Eighteen minutes, and one decision that matters.
Greed against fear, with strangers in the dark. Every minute you stay is a minute the ways out are closing and somebody else is getting nearer to what you are standing on. Stay past eighteen and the Sweep takes you, and everything on you.
01
Deploy
Pick a map, pack a bag from your stash, and ride the lift up alone or with two friends. What you take is what you can lose. Turn up with nothing and you are still handed a pistol, sixty rounds and two bandages — nobody is ever unable to play.
Free kit · Up to three · Four maps
02
Scavenge
Every container takes between a second and a half and six seconds to search, and searching makes noise the whole time. That is the game in one sentence: the loot is never free, the clock is never generous, and the sound you make is how somebody finds you.
Ninety containers · All of them loud
03
Extract
The ways out open and close on a schedule you only partly know. A lift is free and screams your position across the map. A cargo drop lights a flare over your head. Getting out is a decision, not a formality — and yes, people camp the exits, and yes, there is an answer to that.
Lift · Hatch · Cargo Drop
Threat
Nine machines. Not one of them knows where you are.
The MAW hunt by sound and by sight, and by nothing else. One hears you, comes to look, and keeps looking. It never knows where you are — it knows where it heard you. Every machine has a wind-up you can read, a weak point you can hit and a counter, and all nine are below.

Trash
Mite
- Health
- 28
- Weak point
- Whole body
- Wind-up
- 0.6s
- Hears you at
- 14 tiles
The counter
Any gun and two tiles of spacing. Never let one reach you; never let six.

Trash
Gnat
- Health
- 34
- Weak point
- Whole body
- Wind-up
- 0.7s
- Hears you at
- 12 tiles
The counter
A shotgun and patience. Kill it before the shriek, or fight everything it called.

support
Scryer
- Health
- 62
- Weak point
- Optic lens
- Wind-up
- 0.9s
- Hears you at
- 18 tiles
The counter
Kill it fast or break line of sight. A tagged Scrapper is a Scrapper being hunted.

light
Hound
- Health
- 110
- Weak point
- Rear joints
- Wind-up
- 0.8s
- Hears you at
- 22 tiles
The counter
Sidestep the charge. It cannot turn once it commits, and its back is soft.

medium
Lancer
- Health
- 175
- Weak point
- Thrusters
- Wind-up
- 1.2s
- Hears you at
- 20 tiles
The counter
Break the lock with cover, or Pulse it. Thruster hits chain into the whole frame.

heavy
Bulwark
- Health
- 340
- Weak point
- Rear vent
- Wind-up
- 1.4s
- Hears you at
- 24 tiles
The counter
Flank it — the plate is a 140° arc — or put a Ferro slug straight through it.

heavy
Howler
- Health
- 290
- Weak point
- Barrel assembly
- Wind-up
- 1.8s
- Hears you at
- 30 tiles
The counter
Close the distance. Its shells arc over cover but it cannot depress the barrel.

heavy
Weaver
- Health
- 310
- Weak point
- Underbelly
- Wind-up
- 1.1s
- Hears you at
- 26 tiles
The counter
Pulse it mid-leap, or fight it in a doorway it cannot jump through.

Boss
Sovereign
- Health
- 2400
- Weak point
- Shifting core plates
- Wind-up
- 2.2s
- Hears you at
- 40 tiles
The counter
A full squad and a Ferrolance. The plates open only while the beam charges.
The full bestiary — wind-ups, weak points and counters for all nine
Maps
Four places, four different arguments about range.
These are not four coats of paint on the same map. Each one makes a different weapon the right weapon, and the kit that wins Cinder Row is the kit that gets you killed on Pale Refinery.

Medium range · ambush
Sunken Yards
A flooded shipping terminal. Container corridors, standing water that slows you down and gives you away, cranes with sightlines the length of the yard. Rewards patience and a rifle.
- Open from raid one
- Two floors
- 6 ways out

Close quarters · shotgun country
Cinder Row
Collapsed housing blocks. Two floors everywhere, doorways instead of lanes, and a fight that starts at four tiles and is over in three seconds. The map where the Judge earns its slot.
- Level 3 and up
- Two floors
- 6 ways out

Long lanes · sniper duels
Pale Refinery
Catwalks over a pipe maze, with gas pockets that ignite. Long kill lanes broken up by moments of real panic when something below you catches. Bring a Longwire and a plan for when it fails.
- Level 8 and up
- Two floors
- 6 ways out

Endgame · pure pressure
Vault Nine
The smallest map, the thickest MAW, the best loot, and the fewest ways out. Keycard doors gate the rooms worth dying in. It will take everything you brought, and you will go back.
- Level 25 and up
- Two floors
- 4 ways out
Sunken Yards is open from your first raid, and the rest unlock as you level. None of them ask you to own anything first — turn up with nothing and the game hands you a kit.
Play freeSystems
The part between the raids.
Sotto is the underground city you come back down to. It is where a bad raid becomes a better kit, where five traders argue over your salvage, and where you decide whether the next run is worth taking.
A stash that is actually yours
Two hundred slots, six hundred at the top end, laid out as a grid where a rifle takes the room a rifle should. Everything you extract with lands in it. Everything you die with does not — except the Deadhand Slot, which is the one thing death cannot take off you.
Seven benches, on real timers
Recycler, Ammo Press, Gunsmith, Fabricator, Med Station, Armory, Uplink. Upgrades cost materials and hours. Coil — the one thing real money buys — skips a bench timer and nothing else. No weapon, no round, no plate has ever been for sale.
Five traders who want different things
Vasska pays in ammunition and combat work. Odile pays best for raw salvage. Mo Zhen deals blueprints, Pip deals oddities, Ferrant deals in the rare things you need to build a bench. Stock rotates hourly.
Sixty-five quests that change how you play
Fetch, kill, reach, extract-with — and the single-raid kind, which has to be finished before you ride the lift back down or it does not count. That last one is where the good stories come from.
A fair fight
Nobody sees you through a wall.
If your Scrapper cannot see somebody, your computer is never told they are there — so there is nothing for a cheat to read. Sound is the deliberate exception. Footsteps carry whether or not you can see who is making them, and so does a container being opened two rooms away. That is how you find people, and it is why this is tense.
Play free
The lift is running.
Free, in a browser tab, on the machine you already have. Nothing to install, nothing to patch, no card. Make an account, confirm your address, and ride up — the game hands you a pistol, sixty rounds and two bandages, and the rest is yours to take.
No download · No card · Cosmetics only
FAQ
The questions people actually ask.
Is it really free?
Yes, all of it. There is no paid version, no trial and no card. Money buys Coil, and Coil buys cosmetics, the Salvage Pass, extra stash slots and the ability to skip a bench timer. No weapon, no round, no plate and no piece of gear has ever been for sale, and none ever will be.
Do I have to download anything?
No. There is nothing to install, nothing to patch and no launcher. Open the page, sign in, and you are in the lift. The whole game is drawn as it runs, which is why it is a web page and not a ninety-gigabyte download sitting on your drive.
What happens when I die?
You lose everything you carried up, except whatever was in your Deadhand Slot. You only have one of those if you are wearing a Graft: a Graft gives you one slot, a Rare one gives two and a Legendary gives three — and the Graft itself breaks every time you die. Keeping one thing costs you the thing that let you keep it. And if the Sweep catches you Uptop at the end of a raid, you lose everything, Deadhand included.
Can I play with friends?
Yes — up to three of you. Add somebody by their friend code in the Comms panel in Sotto, invite them, and the lift will not move until everybody has locked a kit in. Friends can pick you up during a thirty-five-second bleedout, mark things for each other, and see each other through the fog. Everybody else on the map is a stranger, and betrayal is supported on purpose and never punished by the game.
Are there bots?
There are AI Scrappers, and they play by exactly the rules you do: the same weapons, the same damage, reaction times a human could have, and real loot that drops when they die. They exist so a raid at four in the morning still feels dangerous. They are never labelled, because knowing would change how you play.
Is there anti-cheat?
Yes, and it is the strongest kind a browser allows: the game never trusts your computer. How fast you move, how fast you shoot, how much ammunition you have, what a container holds and whether a bullet landed are all decided on our machines, not yours — so the person with the better connection does not win the trade. And you are never sent the position of somebody you cannot see, which leaves a wallhack nothing to read.
How long is a raid?
Eighteen minutes at the outside, and usually less, because the ways out open and close on a schedule and the interesting decision is always whether to take the one that is open now or gamble on the next. Stay past eighteen and the Sweep takes you and everything you are carrying.
What do I need to start?
An account and a confirmed email address, and that is the whole list. Confirming is what opens the lift — it keeps throwaway accounts out of the economy, and it takes about ten seconds. You do not need to own anything: turn up empty and the game hands you a kit.