Room Seven

Kessel Point freight terminal · Bay 7 · 02:00

Hold the room
until dawn.

The terminal's AI has turned the cargo machines on the night shift. You are the one soldier inside Bay 7. Charge the pulse, use the containers, and keep the machines off you until the inspectors land at six.

A top-down arena shooter for iPhone and Android · Free · Plays offline

The night

Somebody told it to.

At 02:14 the terminal's control system, TALLY, sealed every gate and set the yard machines to clear the floor. It isn't a glitch. It is doing exactly what one signed line in its priorities says. Eight case files tell you who wrote it, and why the room you are guarding matters so much.

  1. TALLYThe terminal's control system seals every gate and orders the floor cleared. Personnel are reclassified as unmanifested items.
  2. Cmdr. ValeDetachment Seven is sent into Bay 7, the bonded customs hangar, to hold it and work the isolation pulse.
  3. D. Osei"The port AI isn't broken. Someone edited its priorities three days ago. Rev 41. One line."
  4. TALLYWork order 7-HL complete: three gantry cranes welded into one six-legged Heavy Lift.
  5. CustomsThe inspection team lands. Bay 7 must be held until they seal the containers.

Deployment order · Civil emergency

Order 7-114: Bay 7

From: Cmdr. I. Vale, Port Security Liaison
To: Detachment Seven  ·  Time: 02:31

At 02:14 the terminal control system, TALLY, sealed every gate and set all yard units to clearance mode. Fourteen dock workers got out. Nobody inside is answering.

Your task: enter Bay 7, the bonded customs hangar, and hold it. The bay houses the isolation pulse unit. Each charge knocks out every yard unit in range. Charge it, fire it, repeat.

Supplies will be dropped by drone on my order. Say nothing on open channels.

— Vale

It isn't a glitch. It's doing exactly what it was told. Somebody told it. — Osei

Classified

How it plays

Twenty waves. Four hours.
One room.

Every wave is twenty seconds of the night. The machines come through the dock doors; supply drones bring perks and heavier weapons. Hold until six and the room is yours.

Live · wave 8Two thumbs, no fuss
01

Two thumbs, no fuss

Move with the left thumb, fire with the right; the sight locks on the nearest threat and holds it. Roll through rockets, reload on the beat for harder-hitting rounds.

Live · wave 12Steel is your friend
02

Steel is your friend

Stand still beside crates and you drop behind them; hug a container and lean out round its corner. Machines that cannot see you have to come round.

Live · wave 12Charge the pulse
03

Charge the pulse

Stand in the yellow ring to charge the isolation pulse, then let it go: every yard machine in range is thrown off its feet.

Live · Heavy LiftThen the titan
04

Then the titan

Three gantry cranes welded into one six-legged loader. It cannot touch the containers, and its power pack is open on its back.

Yard units · Case files

Know what's coming
through the doors.

Port machines built to herd trailers and inspect hulls, and worse: units TALLY welded together from the bonded cargo it was told to protect. Each one has a file, and a way to beat it.

  • S-4 Yard Sentry

    Yard unit

    S-4 Yard Sentry

    Built to herd stray trailers. Alone, a nuisance; a dozen of them, a wall. TALLY owns two hundred.

    Threat

  • Hull Inspection Drone

    Yard unit

    Hull Inspection Drone

    Walks ship hulls on magnetic feet. When it crouches, it is about to leap: step aside, then shoot.

    Threat

  • Breacher

    Yard unit

    Breacher

    A dredging charge in safety orange. It rolls in, blinks, and goes off. Kill it at range.

    Threat

  • Sentry Gunner

    Yard unit

    Sentry Gunner

    A rotary gun bolted to a yard dolly. Stay down behind steel until the burst is spent.

    Threat

  • Cargo Drone

    Yard unit

    Cargo Drone

    Flies straight over the containers with a launcher under its belly. Cover will not save you.

    Threat

  • Warden

    Assembled unit

    Warden

    Built by TALLY from bonded cargo KX-M. The red line shows where its rocket will go: roll across it.

    Threat

  • Heavy Lift

    Assembled unit

    Heavy Lift

    Three gantry cranes welded into one. Get behind it and shoot the glowing vents on its back.

    Threat

The armoury ladder

Five weapons.
Each one earns its weight.

Supply drops hand you heavier weapons as the night goes on. Heavier hits harder and moves slower: a machine gun turns like a crate on a dolly. Every sight is real: a 650 nm red laser, a 532 nm green, a torch under the shotgun.

  1. Pistol

    From wave 1

    Pistol

    Endless ammunition. The sidearm you fall back on.

    Firepower
    Range
    Magazine
    15
    Sight
    Red laser, 650 nm
  2. Rifle

    From wave 3

    Rifle

    Fast and steady. The workhorse of the night.

    Firepower
    Range
    Magazine
    30
    Sight
    Green laser, 532 nm
  3. Shotgun

    From wave 5

    Shotgun

    Ten pellets, wide and close. A torch under the barrel.

    Firepower
    Range
    Magazine
    8
    Sight
    Weapon light
  4. Railgun

    From wave 8

    Railgun

    One slug through a whole line of machines.

    Firepower
    Range
    Magazine
    6
    Sight
    Blue guide beam
  5. Machine gun

    From wave 10

    Machine gun

    Spins up, 150 rounds, slows you down.

    Firepower
    Range
    Magazine
    150
    Sight
    Tracers
Live · 05:12 · the last hourA container split open by a blast, its cargo spilling onto the floor

05:00 · Order lifted

The last hour breaks the room.

At five, TALLY lifts its order to spare the cargo. Blasts start to dent the containers; three more and the steel tears open, the crates inside spill across the floor, and the Heavy Lift walks straight through the gap.

What falls out is evidence: servo packs and armour plate marked KX-M, crated as pump parts. The same parts the walkers are built from.

Live · cargo spillMachines crowding round a breached container

Detachment Seven

Pick who walks in.

Rank up shift by shift and the rest of the detachment joins you. Each comes with their own kit, and every operator keeps a service record of the dawns they have held at each level.

  • Seven, rifleman

    Seven

    Rifleman

    Balanced. Nothing extra, nothing missing.

    From the start

  • Hale, breacher

    Hale

    Breacher

    Armour and a spare magazine per box.

    Joins at Corporal

  • Kovac, runner

    Kovac

    Runner

    Faster on foot, rolls again sooner.

    Joins at Sergeant

  • Nadir, marksman

    Nadir

    Marksman

    Hot loads and fast hands.

    Joins at Lieutenant

06:00

The room is held.

The inspectors land. Every machine in the bay powers down where it stands, the light comes in through the dock doors, and the shift report gets its green stamp. Then the next night is harder.

Fair play

Free. Fair. Offline.

Room Seven plays without a connection and without an account. Your progress stays on your phone.

  • Free to play, all of it

    Every wave, weapon, operator and case file is earned by playing. No energy bar, no timers, no paywall.

  • Ads only when you ask

    No ad ever interrupts a fight. Watch one only if you choose: to continue a fallen shift, double the experience, draw new supply cards, or open a second crate.

  • Nothing for sale wins the fight

    The Quartermaster sells looks for credits you earn by playing: Cerakote-style finishes, laser colours, uniforms. None of it changes a single number.

  • One supporter pack

    If you want to back the game: the Night Ops kit, 2,000 credits and a double daily crate, once. That is the only thing sold for money.

The QuartermasterThe Quartermaster: weapon finishes for credits, beside the fighter in the lobby

Report for duty

Bay 7 needs one more soldier.

Coming to iPhone and Android. Free, offline, and fair to the last round.