A painting of Level 61 seen from above: a round farm floor deep underground, rows of seedlings glowing under pink grow lamps and a spiral stair winding down through the middle. A farmer holds a plant up to the light while a man in a long dark coat watches from beside the stair.

Greywell silo · Level 61 · Hydroponics

Undergrow

Grow the Council’s quota under pink grow lamps, until a door sealed for two hundred years knocks back.

Coming to Steam

Single-player · PC · In development

The premise

You farm Level 61 of Greywell, a silo sealed deep underground. Every month the Council posts a bigger figure, and Steward Vance comes down the stair to collect it in potatoes.

The trouble is the seed. Greywell has replanted clones of the same potatoes for two hundred years, and each generation yields a little less. The Council’s ledger knows exactly how bad it is.

Then someone knocks on the door at the end of the west tunnel, from the other side. Behind it is a silo that survived without Greywell, and down the drain line lies Mire, one that didn’t. The founders owed Mire a debt they buried in the records. At the bottom of it all is a vault holding the last clean seed, and you decide who it belongs to.

In the silo

Screenshots from the game in development.

What you’ll do

The seed and the quota

Plant, water, light and harvest against a monthly figure that only goes up. Saved seed weakens with every generation, so trade for new lines and cross them at the research bench before the beds give out. Power is short, and the grow lamps, the pumps and the tunnels all want it.

Three factions

The Council keeps the ledger and the sealing law. The Pumpwrights keep the water and power running and want the tunnels open. Knell, the silo behind the door, trades on its own terms and votes by singing. Cover for one, report on another; each of them remembers.

Bosses you beat with tools

Combat is turn-based, with action points for moving, swinging a pipe wrench or firing a bolt pistol. Bosses need more than damage. Drag the Drowner out of the water with a pump-keeper’s hook, turn the Listener with a rattle decoy, flood the duct on the Rat King.

Survival mode

Pick it at New game for a harder run. You can only save by writing up your log at a bed, and if you die you wake in the last bed you saved at.

Four endings

Open the seed vault and decide who the seed belongs to by going to someone with it. Each ending closes with an epilogue built from what you did along the way.

The beds won’t wait.

Coming to Steam