Formerly Dead Air

Undercarrier

A fast, loud first-person shooter set in a fog-bound mill town that keeps turning into Hell.

In development — Act I is playable start to finish; V2.0.3.1 went to supporters on 11 October 2026, V2.0.4, our biggest update yet, is being built now, the Kickstarter pre-launch page is up, and the full release on Steam is planned for 2030

Rattle goes off script: what Undercarrier is, what's playable today, and what the Kickstarter will pay for.

You play Rick “Rattle” Rourke, a washed-up late-night radio shock-jock. One night his station picks up a frequency that drags the whole fog-choked town into somewhere much worse, and the only way off the air is to fight through it, one broadcast zone at a time.

It draws on classic 90s shooters and fog-bound survival horror: the pace of modern Doom, a loudmouth hero in the spirit of Duke Nukem 3D, and a town wrapped in Silent Hill-style fog. The jokes belong to the hero, and the horror belongs to the world.

Pre-release build: all art, audio and other assets are work-in-progress placeholders and will be replaced before release.

Undercarrier used to be called Dead Air. We renamed it on 30 September 2026 because another game on Steam already uses that name.

First launch optimizes your settings and shares anonymous hardware + performance results in pre-release builds (off by default in the EEA, UK and Switzerland). You can opt out on the first screen or in Settings → Privacy. Details are in the privacy policy.

Inside Development

How Far Along Is It

Where Undercarrier actually stands, updated 14 October 2026. The boards below are in priority order: the first is what the current build is finishing, and inside each board the most urgent work comes first.

Done — finished and in the buildIn progress — actively being builtNot started — queued behind the work above it

V2.0.4 → All Access members

65%

Being built now: our biggest update yet, with new guns, Doom-style gore, a new look for Rattle, wall-running and Hang Time. V2.0.3.1 is the current build for All Access members (11 October 2026). The Steam page is in review, and the Kickstarter pre-launch page is up ahead of the November campaign. Every asset is still a work-in-progress placeholder and will be replaced before release.

V1Act I, "Graveyard Shift"27 Sept 2026
V1.1Hands, movement, dressed maps28 Sept 2026
V1.2Smoother, faster, sharper28 Sept 2026
V1.3Viking Mode28 Sept 2026
V1.4The Steam Deck pass29 Sept 2026
V1.5Better animation everywhere29 Sept 2026
V1.6Undercarrier30 Sept 2026
V1.7Runs that build, achievements1 Oct 2026
V1.8Enemies that adapt1 Oct 2026
V1.9.1New cast, effects, Viking weapons4 Oct 2026
V2.0A new map every run, bullet time7 Oct 2026
V2.0.1Polish8 Oct 2026
V2.0.3Bloodier, sharper10 Oct 2026
V2.0.3.1Hotfix11 Oct 2026
SteamStore page sent for review11 Oct 2026
KickstarterPre-launch page up12 Oct 2026
V2.0.4Guns, gore and movementIn progress

Priority 1In progress: V2.0.4 — guns and gore

Our biggest update yet, next out to All Access members.

80%

Real weapon models for the revolver, pump shotgun, Rivet Gun and explosives, with reloads you can see

100%

Twin Sisters break-action reload

80%

Attachments (sights, suppressors, foregrips, laser, flashlight) and unlockable charms

90%

Armory screen that previews your loadout

90%

Doom-style body explosions (follows your gore setting)

100%

Headshots with their own hit markers

70%

Dual pistols

30%

Two rare top-tier weapons

Priority 2In progress: V2.0.4 — movement, Rattle and the rest

Same update.

100%

Wall-running

100%

A wall-run secret on all seven maps, and in generated runs

100%

Hang Time (a plunging slam in Viking Mode)

100%

Throwing animations for every explosive

100%

New Viking weapon animations; new attack and death animations for four enemies

40%

A new look for Rattle: body, arms and HUD face

10%

Reworked Dark Crescents

100%

Fixes: corpses no longer stand back up, Choir, Nurse movement, a stall on the third map, flickering surfaces

Priority 3Just shipped: V2.0.3 and V2.0.3.1

Bloodier and sharper, with V2.0.2's Viking extras included. Out for All Access members since 10 October 2026; the V2.0.3.1 hotfix followed on 11 October.

100%

Much more blood, with gore on your weapons and hands (follows your gore setting)

100%

Reworked weapon grips; enemies no longer slide

100%

A throwable Ruinbreaker, blade trails on the Dark Crescents, a snappier swing

100%

Fixes

100%

V2.0.3.1 hotfix: no more fatal fall in the second map's canal stairwell (11 October 2026)

100%

Out to All Access members (10 October 2026)

100%

Placeholder-assets notice in the game, README and site

Priority 4Shipped: V2.0 and V2.0.1

V2.0 live for All Access members since 7 October 2026; V2.0.1 since 8 October.

100%

V2.0.1: tighter weapon hand grips, files and saves renamed to Undercarrier (saves carried over), fixes

100%

Dynamic level runs: maps rebuilt from each location's hand-made set pieces every run

100%

Night Shift always uses them; the campaign can too

100%

Bullet time: slow the world down, land a sprint attack, and time snaps back

100%

A new horror look for the HUD and every menu

100%

Drifting fog through the town

100%

New weapon models

100%

A rebuilt diner, street props and lit signs

Priority 5Shipped: V1.9.1

In the private playtest since 4 October 2026. Act I cleared on all seven maps in normal and Viking Mode on the packaged build before it went out.

100%

A new enemy cast, all nine on Motion Matching with planted feet

100%

The Foreman on human animation, with a phase-2 charge; the Usher's hand-thrown fireballs

100%

Effects: shockwaves, volumetric fire, fog and ash, ash-collapse deaths, optional damage numbers

100%

A UV lamp that shows ink messages near the secret routes

100%

Explosive barrels: shoot, punch or blast them, and they chain

100%

Harlow .45, rebuilt Twin Sisters and pump shotgun, real pipe bomb and trip mine models

100%

Viking Mode: Dark Crescents (dual blades), Ruinbreaker (hammer), Rune Gauntlet fix

100%

Yellow route paint removed, Norse material pass

100%

Commercial Episode 1 soundtrack in the game

100%

Steam achievements

100%

In-game updater for copies outside Steam: sign in, only the changed files, checksum-verified

100%

Settings and keybind menus scroll properly; collision pass on every map

Priority 6Act I — The Game Itself

The first act of the campaign and everything you touch while playing it.

100%

Campaign — prologue, six maps, a secret seventh, the Foreman

100%

Movement — double jump, air dash, slide, mantling, ziplines (wall-runs in V2.0.4)

90%

HUD, Rattle's face and the menus

95%

Weapons — guns, melee combos and Viking weapons

85%

Materials and level dressing

80%

Roguelite layer — seeded runs, Frequencies, Night Shift

100%

Enemies — new cast and movement (V1.9)

90%

Viking Mode (one short Rune Gauntlet glitch left)

70%

Music and voice — the Nordic sound (Episode 1 in, Episode 2 music ready)

Priority 7Platforms & Getting It to You

Where it runs, how it's tested, and what comes after Act I.

100%

Windows PC build

100%

Private playtest with in-game feedback

100%

Steam Deck performance — 77 fps on the top preset (Deck OLED)

80%

Steam Deck controls — Steam Input layout, prompts, gyro

70%

Desktop performance (90+ fps on High)

100%

V1.8 — enemies that adapt

100%

V1.9.1 — new cast, effects, Viking weapons

100%

V2.0 — a new map every run, bullet time

100%

V2.0.1 — polish

100%

V2.0.3 — bloodier, sharper (includes V2.0.2), and the V2.0.3.1 hotfix

90%

First trailer — finished, goes up with the Steam page

80%

Steam store page — sent to Steam for review (11 October 2026)

40%

Kickstarter — pre-launch page up; the 30-day campaign opens in November 2026

65%

V2.0.4 — guns, gore and movement (our biggest update yet)

0%

One account: link Steam, see your rewards (2027)

0%

Steam test builds for backers and supporters (2027)

0%

V2.1 — Lost Reels (2027)

0%

Episode 2: The Network (2028) and Episode 3: Clear Channel (2029)

0%

Release on Steam (2030)

0%

Official Steam Deck controls (2027)

100%

A playable for supporters

Every build, step by step: Where it stands ↓

The pitch

01

Speed is survival

You are always moving: dash, double jump, slide, mantle. Health, ammo and armour come from fighting aggressively, not from hiding.

02

The fog lies

Between fights the town is grey and quiet and you can barely see. Then the sirens start, and the map shifts into a rusted, burning Otherworld where the big fights happen.

03

Your radio is your early warning

A pocket radio crackles as enemies get close, and each kind of creature has its own static. Switch it off and you are quieter, but blind.

04

Levels, not an open world

Separate maps with keys, secrets, par times and an end-of-level tally, read out as a call-in radio segment.

In the build today

What V2.0.3.1, the build All Access members have had since 11 October 2026, actually contains.

V1

Act I, "Graveyard Shift"

A prologue, six maps, a secret seventh and the Foreman at the paper mill. Guns plus a Tire Iron, Mic Stand and Fire Axe with combos and a Talkback parry, and more than one route through every map.

V1.3 · V1.5

Viking Mode

Play the whole of Act I hand-to-hand, no guns: fists, then brass knuckles, then rune gauntlets that break armour and block. Punch shots back, fill BERSERK for double damage, and ground-pound from a double jump.

V1.4

Steam Deck

Runs on the Deck under Proton as a non-Steam game. It picks its own Steam Deck preset (native 1280×800, frame cap at the screen's refresh), and ships a Steam Input layout with gyro aiming and Deck button prompts. V1.9.1 runs at 77 fps on the top preset on our own Steam Deck OLED.

V1.6

Movement

Double jump, air dash, slide, mantling and power-line ziplines. Jump straight out of a slide and keep its speed (capped, so chained hops don't stack).

V1.7

Runs that build

Frequencies, 12 Rune Marks and Signal carry from map to map until you die. Death wipes the build and restarts the map on a new seed; your place in the campaign stays.

V1.8

Enemies that adapt

Every enemy family picks a tactic per arena from the run's seed. Camp, strafe one way, kite, snipe or lean on one gun and the next arenas answer it, announced over a radio intercept. On the easiest settings it eases off after repeated deaths; on the hard ones it only pushes.

V1.7 · V1.8

Achievements and settings

40 achievements, saved to your Sleepless account if you sign in. The first launch picks the best graphics preset your PC runs smoothly, and Extras has a benchmark.

V1.9 · V1.9.1

A new cast that moves properly

A new enemy cast, all nine moving on Unreal's Game Animation Sample: Motion Matching, with planted feet locked to the floor, so nothing slides. The Foreman moves on human animation and charges from his second phase; the Usher throws fireballs from its hand.

V1.9 · V1.9.1

Barrels, effects and new weapons

Explosive barrels that chain, shockwaves, volumetric fire, fog and ash, a UV lamp for ink secrets. The Harlow .45, rebuilt Twin Sisters and pump shotgun, and in Viking Mode the Dark Crescents and the Ruinbreaker.

V2.0

A new map every run

Dynamic level runs: maps are rebuilt from each location's hand-made set pieces every run, so no two runs are laid out the same. Night Shift always uses them; the campaign can too.

V2.0

Bullet time, and a new look

Slow the world down, land a sprint attack, and time snaps back. Plus a new horror look for the HUD and every menu, drifting fog through the town, new weapon models, a rebuilt diner, street props and lit signs.

V2.0.2 · V2.0.3

Bloodier, sharper

Much more blood, with gore that builds up on your weapons and hands (it follows your gore setting), reworked weapon grips, enemies that no longer slide and a darker Otherworld fog. In Viking Mode, the Ruinbreaker can be thrown and comes back to your hand, and the Dark Crescents leave blade trails.

Being built now: V2.0.4, guns, gore and movement In progress

Our biggest update yet, running in our test builds now. Next out to All Access members.

  • Guns. Working now: real weapon models for the revolver, pump shotgun, Rivet Gun and explosives, with reloads you can see (the revolver's cylinder swings out, the pistol drops its empty magazine); attachments (sights, suppressors, foregrips, a laser and a flashlight for the fog) and unlockable charms; the Twin Sisters' break-action reload; dual pistols; and an Armory screen that previews your loadout. Being built: two rare top-tier weapons. Rare variants of the weapons you know follow in the patch after V2.0.4.
  • Gore. Doom-style body explosions: hit an enemy hard enough and it bursts, spraying blood across floors, walls and ceilings (it follows your gore setting). Headshots with their own hit markers.
  • Movement. Wall-running, a wall-run secret on all seven maps, Hang Time (land a hit in mid-air and you hang at the top of your jump; a plunging slam in Viking Mode), and throwing animations for every explosive.
  • Rattle and the rest. New animations for the Ruinbreaker, the Dark Crescents and four enemies, and a fix for corpses that stood back up after dying. Being built: a new look for Rattle (body, arms and HUD face), and reworked Dark Crescents. A motel makeover follows in the patch after V2.0.4.

New in V2.0.3 and V2.0.3.1 Live 10–11 Oct 2026

In-game updates for All Access members. V2.0.3 includes V2.0.2's Viking extras.

  • Much more blood, with gore that builds up on your weapons and hands. It follows your gore setting.
  • Reworked weapon grips, enemies that no longer slide, and a darker Otherworld fog.
  • Viking Mode: a throwable Ruinbreaker that returns to your hand, blade trails on the Dark Crescents and a snappier swing.
  • V2.0.3.1 (11 October): new walls in the second map's canal stairwell, so you can no longer fall to your death there.

Watch the V2.0.3 trailer on Sleepless Streams (supporters: your Patreon tier includes the studio channel invite)

New in V2.0 Live 7 Oct 2026

A new map every run, and bullet time. Live for All Access members on 7 October 2026 as an in-game update.

  • Dynamic level runs: maps are rebuilt from each location's hand-made set pieces every run, so no two runs are laid out the same. Night Shift always uses them; the campaign can too.
  • Bullet time: slow the world down, land a sprint attack, and time snaps back.
  • A new horror look for the HUD and every menu, drifting fog through the town, new weapon models, a rebuilt diner, street props and lit signs.

New in V1.9 and V1.9.1 Shipped 4 Oct 2026

Sent to the private playtest on 4 October 2026, after Act I was cleared on all seven maps in normal and Viking Mode on the packaged build, with the soundtrack playing without a single dropout.

  • A new enemy cast (below), all nine moving on Unreal's Game Animation Sample: Motion Matching, with planted feet locked in place by foot IK, so feet stay put instead of sliding.
  • The Foreman moves on human animation (walk, run, stomp, throw, swipe, roar) and charges from his second phase. The Usher carries no gun: it charges a fireball in its hand and throws it, and you can parry it back.
  • Effects: shockwaves, volumetric fire (High preset), fog and wind-driven ash in the Otherworld, enemies that collapse into ash, and optional damage numbers. A UV lamp shows ink messages near the secret routes in every map.
  • Explosive barrels: shoot, punch, kick or blast them. They hurt everyone nearby (you too), set off the barrels next to them, and count toward your Hot Streak. The ones that explode are clearly marked.
  • Weapons: the Harlow .45, a semi-auto sidearm; the Twin Sisters and the pump shotgun rebuilt; real models for pipe bombs and trip mines.
  • Viking Mode: the Dark Crescents, a blade in each hand that stacks bleed, and the Ruinbreaker, a two-handed hammer that breaks armour and slams with a shockwave. The Rune Gauntlet arms are fixed too.
  • The yellow route paint is gone from the levels, and a Norse material pass moves the colours to iron, bone, ash, dried-blood red and cold blue-grey.
  • The commercial Episode 1 soundtrack, in the game. You can hear it on the Soundtracks page.
  • Steam achievements, now that Undercarrier has its own Steam app.
  • In-game updates for copies not installed through Steam (also when added to Steam as a non-Steam game): sign in to your Sleepless account, only the changed files download, and every file is checksum-verified. An old build keeps working if you never update.
  • Settings and Keybinds scroll properly and Back stops covering the last row; a collision pass on every map, starting with the E1M2 awning you couldn't double-jump onto.

Known issue: A short glitch is still visible in the Rune Gauntlet combo in Viking Mode. It is logged for a fix.

The enemies in V1.9.1

V1.9 recast the enemies, and V1.9.1 puts all nine on Motion Matching. These models are placeholders too, like every asset in the game.

HisserA clothed zombie that can be dismembered.
NurseOne of the town's night-shift victims, transformed: fast, gaunt and clawed.
ButcherA reptilian brute with a textured cleaver, and no chest plate.
UsherA zombie mutant with no gun. It charges a fireball in its hand and throws it, and you can parry it back.
ForemanThe boss of the paper mill: a cyclops 5.4 metres tall, carrying rusted machinery on his back. He moves on human animation, throws rusted drums, and charges once the fight reaches its second phase.
Void HoundA gaunt, skeletal hound out of the Otherworld that prowls, lunges and bites.
Cage SpiderA crawler with a fire burning inside its cage.
Otherworld elitesTougher zombies in a lava skin.
Broadcaster and ChoirKeep the models they already have.

Concept art

Early mood pieces that set the look: the fog world in teal-grey and neon, the Otherworld in rust and ember. These are not in-game screenshots.

Main street, the moment it gives way. The fog world on top, the Otherworld burning through the cracks.
Main street, the moment it gives way. The fog world on top, the Otherworld burning through the cracks.
The mill, after the shift: rusted catwalks, grates over a burning pit, and company.
The mill, after the shift: rusted catwalks, grates over a burning pit, and company.
Something waiting at the end of the street. Between fights, the town is this quiet.
Something waiting at the end of the street. Between fights, the town is this quiet.

Where it stands

Updated 14 October 2026. Builds and tests show the day they happened; anything without a date yet says TBA.

  1. DoneConcept and design26 Sept 2026

    The pitch, the pillars, the weapons, the enemies, three sample maps and the art direction are written up, and the first concept art sets the look.

  2. DoneV1: Act I, "Graveyard Shift" (internal build)27 Sept 2026

    The whole first act, start to finish: a prologue, six maps, a secret seventh and the Foreman, the boss of the paper mill. Guns plus three melee weapons with combos, double jump, air dash, mantling and power-line ziplines, and a roguelite layer inside the campaign: seeded runs, Frequencies that change how you play, a Night Shift mode and upgrades for your broadcast booth. Played end to end on the packaged build before we called it done.

  3. DoneV1.1 (internal test build)28 Sept 2026

    Hands and movement checked on every weapon and every map, the maps dressed with real building kits and props, music and voice mixed in, an in-game feedback form, and fixes for arena soft-locks and the Foreman fight.

  4. NowFirst outside playtest (private)Since 28 Sept 2026

    V1.1 went to our first tester outside the studio, privately, and every build since has followed it. Their reports go straight from the in-game feedback form into our issue tracker.

  5. DoneV1.2: smoother, faster, sharper28 Sept 2026

    The materials pass finished, choppy audio fixed, a higher default mouse sensitivity with a finer slider, motion that reads smoothly at speed (frame pacing, a motion blur setting, camera smoothing), and a first Steam Deck graphics preset. Sent to the private playtest.

  6. DoneV1.3: Viking Mode28 Sept 2026

    A Viking Mode for the whole of Act I, rebuilt higher-quality enemies, and a more Viking look for Rattle's face on the HUD. Sent to the private playtest the same day.

  7. DoneV1.4: the Steam Deck pass29 Sept 2026

    A lighter Deck graphics preset and a frame cap that follows the screen's refresh rate, aimed at 90 fps on Steam Deck OLED. Full Deck controls: a Steam Input layout, on-screen button prompts for Deck, Xbox and keyboard, gyro aiming and stick look speeds, and a guard against arenas that stall. Viking Mode sits this build out while its fists are reworked. Played through the whole of Act I on the packaged build and sent to the private playtest; a check on a real Deck is next.

  8. DoneV1.5: better animation everywhere29 Sept 2026

    Proper motion-captured animation for the Viking hands, the human enemies and the Foreman, and for first-person melee, with Viking Mode back in the game. Played through Act I in both modes on the packaged build and sent to the private playtest.

  9. DoneV1.6: Undercarrier30 Sept 2026

    The game's new name inside the game itself, a fix for picked-up items that stayed stuck in front of the player, and jumping straight out of a slide. Both came from playtester reports. Played through on the packaged build and sent to the private playtest.

  10. NowA Nordic sound

    The soundtrack and the voices are moving to a dark Viking sound: war drums, folk and hip-hop. The 14-track Episode 1 soundtrack is in the game since V1.9, and Episode 2's music is ready too; both are on our Soundtracks page. Voices are next. The story stays exactly as it is.

  11. DoneV1.7: runs that build, and achievements1 Oct 2026

    Upgrades carry from map to map until you die: Frequencies plus 12 new Rune Marks for your arms, chest and legs. Die and the build is gone, though your place in the campaign stays. 40 achievements arrive with it, saved to your Sleepless account (Steam follows when the game has its Steam page). Played through on the packaged build and sent to the private playtest.

  12. DoneV1.8: enemies that adapt1 Oct 2026

    A director that changes how enemies fight so their patterns can't be learned by heart: new tactics for each enemy, counters to your habits (camping, always strafing one way, leaning on one gun), and fights that build, peak and let you breathe. On the easiest settings it can ease off; on the hard ones it only pushes. It also brings a first-launch settings optimizer and an in-game benchmark. Played through on the packaged build, with no drop in performance, and sent to the private playtest.

  13. DoneV1.9 and V1.9.1: a new cast, effects and Viking weapons4 Oct 2026

    A new enemy cast, all nine moving on Unreal's Game Animation Sample (Motion Matching, with feet locked to the floor so nothing slides), a human-animated Foreman who charges in his second phase, and an Usher that throws fireballs from its hand. Explosive barrels that set each other off. New effects: shockwaves, volumetric fire, fog and ash, enemies that collapse into ash, optional damage numbers, and a UV lamp that shows ink messages near the secret routes. New and rebuilt guns (the Harlow .45 sidearm, the Twin Sisters, the pump shotgun) and real models for pipe bombs and trip mines. Viking Mode gets the Dark Crescents (a blade in each hand) and the Ruinbreaker (a two-handed hammer), plus a Rune Gauntlet fix. The yellow route paint is gone and the colours move to a Norse palette. Also: the commercial Episode 1 soundtrack, Steam achievements, in-game updates for copies outside Steam, Settings and Keybinds fixes, and a collision pass on every map. Act I was cleared on all seven maps in normal and Viking Mode on the packaged build before it went out, and it ran at 77 fps on the top preset on our own Steam Deck OLED.

  14. DoneA playable for supportersLive since 1 Oct 2026

    All Access members can download the current Undercarrier pre-release build from My Account → Downloads on sleeplessgames.co. New builds land there after the private playtest checks them.

  15. DoneV2.0: a new map every run, and bullet time7 Oct 2026

    Dynamic level runs: maps are rebuilt from each location's hand-made set pieces every run, so no two runs are laid out the same. Night Shift always uses them; the campaign can too. Bullet time: slow the world down, land a sprint attack, and time snaps back. Plus a new horror look for the HUD and every menu, drifting fog through the town, new weapon models, a rebuilt diner, street props and lit signs. Live for All Access members as an in-game update.

  16. DoneV2.0.1: polish8 Oct 2026

    Tighter weapon hand grips, the game's files and saves renamed to Undercarrier (saves carried over automatically), and fixes. Went out as an in-game update for All Access members.

  17. DoneV2.0.3: bloodier, sharper10 Oct 2026

    Much more blood, with gore that builds up on your weapons and hands (it follows your gore setting); reworked weapon grips; enemies that no longer slide; a darker Otherworld fog. It also brings V2.0.2's Viking extras: a throwable Ruinbreaker that returns to your hand, blade trails on the Dark Crescents and a snappier swing. Went out as an in-game update for All Access members.

  18. DoneV2.0.3.1: hotfix11 Oct 2026

    New walls in the canal stairwell on the second map, so you can no longer fall to your death there, in hand-made and generated runs alike. Went out as an in-game update for All Access members.

  19. NowSteam store page and first trailerAutumn 2026

    Undercarrier's Steam page is built and was sent to Steam for review on 11 October 2026. When it's approved it goes up as Coming Soon, with the full release listed for 2030, so you can wishlist it (wishlists help a lot). The first trailer is finished, with real gameplay from the current build, and goes up with the page.

  20. NowV2.0.4: guns, gore and movement

    Our biggest update yet. Guns: real weapon models replacing the placeholder guns and explosives, with reloads you can see (the revolver's cylinder swings out, the pistol drops its empty magazine); attachments (sights, suppressors, foregrips, lasers and a flashlight that lights up the fog) and charms you unlock; the Twin Sisters' break-action reload; dual pistols; and two rare top-tier weapons. Gore: Doom-style body explosions that spray blood across floors, walls and ceilings, and headshots with their own hit markers. Movement: wall-running with secrets only a wall-run can reach, and Hang Time (land a hit in mid-air and you hang at the top of your jump; airborne kills keep it going, and in Viking Mode it becomes a plunging slam). Plus a new look for Rattle, throwing animations for every explosive, new animations for the Viking weapons and the enemies, and reworked Dark Crescents. Most of it already works in our test builds; the top-tier weapons, Rattle's new look and the Crescents are being built now. Rare weapon variants and the motel makeover move to the patch after V2.0.4.

Project Issues & Builds

Straight from the Undercarrier repository, refreshed every hour.

Builds

  • V2.0.3.1: hotfix · v2.0.3.1 · 8b227142Oct 12, 2026
  • V2.0.3: bloodier, sharper · v2.0.3 · 0307e2b7Oct 10, 2026
  • V1.8: enemies that adapt · v1.8 · e294adccOct 1, 2026
  • Undercarrier V1.7 · v1.7 · 7c05cf1fOct 1, 2026
  • Undercarrier V1.6 · v1.6 · aa582796Oct 1, 2026
  • Dead Air V1.5 · v1.5 · 23b96d28Sep 29, 2026

Latest commits

  • 466c95e2deadair001 UNDERCARRIER V1.9 ship: build.json V1.9 seq 191 (cooked from 4f1830c), Docs/V1_9/PERF19.md; harness-only after cook: campaign autopilot resets Viking pick from -davikingOct 2, 2026
  • 4f1830c3deadair001 V1.9 6b: MM search throttle 0.1 s + off-screen enemies skip pose ticks (perf), autopilot circles plated heavies when out of pipe bombs, Docs/V1_9 (BARRELS, GASP_LOCOMOTION), Scripts/gasp authoring scriptsOct 1, 2026
  • 73a7707fdeadair001 V1.9 6b: GASP-method enemy locomotion - Motion Matching ABP_MM_<id> per enemy (PoseSearch schema/databases from root-motion locomotion clips, Chooser on Speed, trajectory from CharacterMovement, MM play-rate 0.8-1.2), one-shots via DefaultSlot montages, Motion Warping (SkewWarp) melee lunges for hisser/butcher/hound/crawler, DAMobAnim kept as fallback (da.MobMM=0); DAGaspLib editor helpers; boiler machine collision simple-as-complex; Viking barrel proof punch pathOct 1, 2026
  • 11eb704cdeadair001 V1.9: all 9 enemy models from lanes mobs19a/b imported (v19), runtime anim root strip + turn clips, death clips + blast-thrown bodies (da.MobRagdoll experimental), da.MobModelsV18 before/after switch, autopilot pipe-bombs plated heavies, DA::Explode ignores front platesOct 1, 2026
  • cbe4bde9deadair001 V1.9 WIP: enemy movement pass (DAMobAnim blended speed-matched anims, directional hits, anim->ragdoll deaths, physics assets), v19 hisser+usher models, placeholder disclaimer, in-game updater (DAUpdater + UndercarrierUpdater) + pakchunks, proof modes mobmove/updaterOct 1, 2026
  • d0a66b43deadair001 V1.9 items 1-4: explosive barrels (DABarrel: blast/chain/combos/ragdolls, readable red hazard barrels + inert repaint, placements on every map), settings + keybinds scrolling list with BACK/RESET below the panel, E1M2 awning + all-map collision audit fixes (-daauto=colaudit), proof modes barrels/colaudit/awning/menus19/barrelprobeOct 1, 2026

Issues

No open issues right now.

And The Dark Is Sleepless?

It hasn't stopped. Alpha 0.1.2 is still live on the launcher, and fixes for 0.1.3 are already in the project. It slowed down while the studio built the first Undercarrier playable; now it is picking back up, starting with the same move to a dark Nordic soundtrack and voices.Where The Dark Is Sleepless stands →