“We kept this so whoever came next would know.”
Day one was quiet. By day five, the terminals knew who was wounded before anyone spoke.

ARG remediation contract // Cormorant record recovered
Six entered. One record returned.
A co-op extraction horror game for teams of up to six. Recover what the site makes, face creatures shaped from the void, and get out before they learn enough to take your squad apart.
Open the public operations archive
Recovered incident record
The official record calls Cormorant non-recovered. What returned describes creatures that watched the squad, learned its formation, and waited along the route home.
Day one was quiet. By day five, the terminals knew who was wounded before anyone spoke.
Evidence exhibit A // operational loop
The richest ground is never the safest route out. The extraction loop turns greed, time, injury, and team confidence into one escalating operational problem.
Enter a compromised site with one paid objective and incomplete intelligence.
Briefing confidence // partialSecure anomalous material, equipment, and evidence while the route is still readable.
Yield rising // exposure lowPush into richer ground or protect the extraction already in hand.
Optional depth // signs increasingVoid-shaped creatures watch the squad, learn its habits, and choose vulnerable prey.
Voidharrow activity // closingFight back through a changed site. Survival only counts if the squad extracts.
Route integrity // contestedEvidence exhibit B // Voidharrow behaviour
The Voidharrow are intelligent predators shaped from the void. They watch the squad move, recognize its habits, choose vulnerable prey, and only then commit to the attack.
Encounter 01 // 01
Encounter 02 // 02
Encounter 03 // 03
Encounter 04 // 04
Evidence exhibit C // squad coverage
Each contractor answers a different survival problem. Composition is the first tactical decision; staying inside that coverage is the second.
Example // fighting withdrawalA Bulwark anchors the corridor, Sapper denies the flank, Corpsman clears an injury, and Ghost identifies the next safe turn. The formation moves because every role makes space for another.
Stabilizes the line when the Voidharrow commit to the attack.
Sustained fireCreates safe geometry for recovery, healing, and withdrawal.
Space controlKeeps an injured operator from becoming the easiest prey.
AttritionTurns corridors and choke points into controlled ground.
Route denialFinds threats and viable paths before the squad commits.
ReconnaissanceBreaks clustered attackers before they reach the formation.
Massed threatsKeeps the squad functional where the environment itself is hostile.
CorruptionPublic interest record // destination pending
Steam and Discord destinations will activate when their approved public records exist. Until then, the controls remain visibly unavailable rather than leading to a false destination.