Eight waves. Three squadmates. One of them is not yours.

You are holding a containment deck with a fireteam you did not pick. Command

says one of them has been turned. Command will not tell you which.

They look identical. They all fight. The traitor gives itself away only through

behaviour — and you have to catch it while a swarm is trying to take your

head off.

Watch for

- Someone who keeps passing up clean shots

- A round that goes past your head a little too often

- The one watching *you* during the regroup instead of the perimeter

- Whoever never seems to take a hit

- A magazine swapped that was never emptied

- The one who never leaves your shoulder

Test them

Point at a squadmate and press **E** to order them to take point. A loyal

operator goes and stays. A plant hesitates and hangs back — but only as much as

its mask has already slipped, so early orders prove little. And the test costs

you: whoever you send spends that wave eating fire.

But nothing is clean

Every operator has a quirk, so **innocent people look suspicious too**. The

squad board is fed by each member's own telemetry, and **the traitor pads its

numbers**. And when the deck loses power, you are reading a squad you cannot

see — which is exactly when the mole stops being careful.

You get **one** execution authorization. Spend it right and the squad tightens

up. Spend it wrong and you have shot a friend, weakened your own fireteam, and

the real mole is still standing behind you — and now it knows you are guessing.

Some decks are clean. The charge is yours either way.

Controls

- **WASD** move · **Mouse** aim · **LMB** fire · **R** reload · **SPACE** dash

- **E** on a squadmate — order them to take point

- **Hold RMB** on a squadmate — EXECUTE

- **1 2 3** requisition · **ESC** pause · **P** mute · **[ ]** volume

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