Underrun: fix the ship before it dies
Underrun
A space facility is dying: systems go dark one by one, parasites crawl the corridors, sentry turrets joined the malfunction. And you have one repair drone, a laser and an order: fix everything before the last light goes out.

Two jobs at once
The drone does two things — shoot and haul. Shooting reboots infected systems: aim the mouse, hold, keep holding till the bar fills. But reboot is half the job: a broken node needs a CPU core delivered, and you carry only one at a time.
And here the game begins: you run between nodes with a core in the gripper, unarmed, while parasites already smelled you. Delivered — the node lives. Failed — start the loop again.
Who interferes
- Parasites — hunt the drone, shoot them on the move.
- Sentry turrets — static but hit hard and precise.
- Time — the facility fades, and every minute without repair makes the next harder.
Three maze levels with different wall geometry and enemy placement: the learned route from the first fails on the second.
The terminal narrates
Meanwhile an atmospheric retro terminal tells the story: malfunction, deployment, contact. Little text, but it turns running into a story — you fix not abstract "nodes" but a concrete ship that has a voice.
Who will enjoy it
Fans of twin-stick action where you must shoot and think: pure shooters lose here, pure strategists too. Wins the one who plans the core route as carefully as the burst. The original is 44 KB of code from js13k 2018, felt in the best sense: nothing extra.