$34.99Abiotic Factor Survive the lab, together
A 1-6 player survival crafter set in a ruined underground lab, where you and your co-op friends play scientists with PhDs, office-supply weapons, and a base made from stolen company property. Split the jobs, share the scares, and plan your escape together.
Screenshots
Scientists against the facility
You are not soldiers. You are GATE staff caught under miles of rock after a containment breach, with loose anomalies, portal invaders, and a military sect called The Order all hunting you. As co-op friends you pick PhDs like Phytogenetic Botanist or Defense Analyst, combine traits and skills, and level up for perks that make the group stronger. One of you cooks, one wires traps, one carries the wooden bat. You plan the escape the way lab staff would: with clipboards, bad ideas, and teamwork.
Crafting from office junk
Fighting is not your forte, so your brains do the work. You scavenge vacant offices, empty labs, and vending machines for scrap, then build nets, spears from planks and tape, heaters, laser-cannons, and elaborate traps. Everything has more than one use, and progress feels earned as you move from sharpened screwdriver to real firepower. You drop a net, a friend swings the bat, and the alien rethinks its lunch plans. Science works, mostly because there are six of you to carry the parts home.
One base, many bad roommates
You claim a room, plug the crafting bench into the facility grid, and make the complex home for the long haul. Beds, storage, garden plots, workbenches, defenses, even aquariums all fit wherever you settle, and shortcuts keep old sectors close so you rarely need to move. With co-op friends the chores split naturally: someone raids for food and water, someone minds hunger, thirst, and bathrooms, someone hauls loot on handcarts, forklifts, and teleporters. The base slowly stops looking like a break room and starts looking like a plan.
Exploring a very rude workplace
The facility is huge and connected, from offices and labs to gardens, industrial zones, and worlds beyond portals. You open new sectors by finding materials, crafting key items, and learning skills, then loop back through shortcuts that land you twenty meters from home. The 90s sci-fi look keeps it grounded and strange at once, and the mood stays tense with soldiers, robots, and creatures around every corner. Bring a friend for the dark corridors. Misery loves company, and so does carrying too many screws.
Good to know before you clock in?
How does co-op actually work?
Up to six of you share a world set in the underground GATE complex. You each build a scientist with a PhD, traits, and skills, then level up together for perks. Sessions suit splitting up: some explore for resources while others cook, craft, and build the base, then regroup to push into the next sector or move house with carts and vehicles.
What do we do together most nights?
Scavenge offices and labs, raid vending machines, fight or trap anomalies and soldiers, haul loot home, cook, farm, expand the base, and unlock the next area. There is a clear aim underneath it all: survive the breach, learn what happened, and plan your escape from miles underground.
Is it scary or hard for casual co-op friends?
It is tense rather than gory, with ambushes, patrols, radiation, cold, sickness, and injuries to manage. There is no time limit, so groups can play at office pace: build, tidy the base, and take short trips instead of long pushes. Knowledge helps more than reflexes once you learn what each threat wants.


















