$13.49Inferno Protocol The maze moves. Keep moving too
A co-op survival horror in a maze that rearranges itself behind you. You and up to five co-op friends spray walls, harvest creatures for crafting, and risk mystery injectors to find the exit. Built for getting lost together.
Is Inferno Protocol worth it?
Inferno Protocol is worth it if…
- you like co-op games where getting lost is the plan
- you like splitting jobs between running, crafting, and base building
- you like risky power-ups with unclear side effects
Screenshots
A maze that will not sit still
You go in solo or with up to six players, and the corridor you came from is already gone. You spray the walls, drop chalk, leave objects behind, and check old hand-drawn paper maps to work out which ones are lying. A compass helps, until it doesn't.
The maze keeps swapping biomes too, with corridors giving way to forests, deserts, and frozen halls. You read notes and wall sketches from people who came before, some useful, some panic. Lose the thread and you are properly lost, which is half the point when co-op friends are shouting directions at each other.
Harvest, build, and inject first
Resources are scarce, so you take down creatures and harvest bones, armor, flesh, and organs to craft gear. You plant traps in corridors, back off, and let the maze do the work. At the center there is a settlement where you can farm, build walls, and craft what you need, with smaller camps outside where some people talk, some trade, and some shoot first.
Then there are injectors. The labeled ones give dash, rage, night vision, double jump, or extra health. The unlabeled ones do something too, and sooner or later you use those as well. Grim work, but someone has to test them.
What else should you know?
Can you play it solo?
Yes. You can head in alone or with up to six players, marking walls and harvesting creatures on your own. Solo runs are quieter and harder to talk your way out of, since there is nobody to remember the way back with you.
How do you find your way out?
Memory is your map. You mark walls with spray and chalk, leave objects as breadcrumbs, compare found paper maps, and follow notes and wall sketches. Some point to injectors, some point to exits, and some point to things you should avoid.
What do you actually do with friends?
You split the ugly jobs: one person marks the route, another hauls scrap and creature parts, another sets traps. You trade at camps, build up the central settlement, and argue about who has to try the unlabeled injector this time.

















