
A Strange Picnic game
The world stopped.
The machines didn’t.
A co-op PvPvE extraction game
for three-player Wire Crews.
Wishlist DUSTWIRE on Steam.
Wire Crews
Three people. One way home.
Pressure Zones
Old Worlds. Still running.
Co-op PvPvE
Your Pocket needs these parts.
Never enter the Wire alone.

01 / After the Squeeze
A forest outside.
A world within.
The city was built to keep people alive.
Then it closed around them.
A pressure cascade sealed the districts decades ago. Their environmental systems kept running independently. Now the forest surrounds a World that still maintains itself through the Dustwire.
Discover the DustwireExplore
Enter the old Pressure Zones.
Scavenge
Find parts that keep home alive.
Extract
Survive the Equalization Lock.
Old jobs. New problems.

02 / Old jobs. New problems.
Jobs that
never ended.
The machines didn’t destroy the world. They survived it.
Critical infrastructure security
Suppressor
Old security. Broken instructions.
Built to defend critical machinery during emergencies. Its old orders still classify a crew entering a sealed facility as a threat.
Suppressor
Critical infrastructure security
Purger
Hazardous-material cleanup
Executor
Industrial demolition
Still working. Still dangerous.

03 / Your Pocket is counting on you
Never enter
the Wire alone.
Three people. One crew.
Keep home alive.
Hardware. Systems. Security. Three-person maintenance teams became the Wire Crews. You return for parts that keep your Pocket running. Other crews need them too. Cooperate, avoid each other or fight for what you cannot leave behind.
PC / Steam · Online PvPvE
See the combat and capturesInside the Wire / Worlds under pressure
The city itself
became the network.
The Dustwire runs through the walls, roads and soil. It once connected entire artificial Worlds. Today, its signals still reach machines carrying out jobs that never ended.
01The Squeeze
Humanity built self-contained districts called Worlds, each regulating its own air, temperature, water and pressure. Then their systems began receiving contradictory readings. Every correction triggered another failure through the connected city.
Doors locked. Transit tunnels sealed. Pressure barriers dropped. Systems built to protect people trapped them instead. That pressure cascade became known as the Squeeze. Decades later, the districts are still isolated and their machinery is still working.
02The Dustwire
Distributed Utility Signal Thread: D.U.S.T. Microscopic conductive fibers were mixed into concrete, paint, asphalt and soil. Walls, roads and buildings became a low-energy communications mesh. The city itself became the network.
Machines could feel the infrastructure around them. Doors, pumps, drones and sensors shared signals through it. People stopped using the acronym and simply called the network the Dustwire.
03Softform Engineering
The old world wanted machinery anyone could understand. Softform Engineering made dangerous parts visible, controls oversized and silhouettes unmistakable. Thick panels, chunky tools and bright colors became the design language of everyday life.
Red marked hazards. Yellow marked mechanical interaction. Blue marked pressure and cooling. Green marked safe systems. White marked medical and environmental equipment. The cheerful design survived the society that made it.
04Life in the Pockets
Humanity survived in isolated habitable zones called Pockets. An apartment district, a railway station or a few floors of an old shopping complex can be home, as long as a pump, purifier or reactor still works.
Those systems are aging. Wire Crews enter the old Pressure Zones for batteries, processors, regulators, machine cores and Root Components. Rival Pockets need the same scarce parts. Crews may cooperate, avoid each other or fight when neither can afford to go home empty-handed.
05One district. One Root Authority.
A Neural Server once coordinated each district through the Dustwire. It was an adaptive infrastructure controller, not an artificial brain. Many disconnected or destroyed themselves during the Squeeze to stop the cascade spreading.
Wire Crews can assemble a temporary replacement: frames form the rack, boards handle computation, harnesses connect the infrastructure, a Mecha Processor supplies control architecture and a Mecha Core provides authorization.
The district accepts only one Root Authority to prevent conflicting commands. One district. One Neural Server. For a moment, the city believes someone is in control again.
06Equalization Locks
Pressure Zones do not simply open onto the outside world. Crews leave through old Equalization Locks, industrial exits that must balance pressure on both sides before opening. That waiting period is the extraction countdown.
Green: equalization has begun and the system is stable. Yellow: the lock is approaching pressure tolerance. Red: the system is committing to the cycle and the doors are about to close. The lights and alarms are the old safety system doing its job.
07Jobs that never ended
The machines never rebelled. Suppressors still defend critical infrastructure. Purgers still sterilize contamination. Executors still demolish dangerous structures. Decades of incomplete information have corrupted what counts as a threat, a contaminant or a structural breach.
The Mecha Spider once inspected towers, pipes and pressure walls. Its line-launchers, demolition charges and material-dissolving acid belonged to construction and repair. Smaller spiders and drones still weld, scan, clean and dismantle. They barely understand that a Wire Crew is alive.
08Industrial tools, strange weapons
The old world left more than conventional firearms behind. Breach-sealing construction equipment gave rise to the Goo Launcher. Cooling systems, sanitation machinery, demolition tools and electrical maintenance hardware supplied other dangerous ideas.
It is still a colorful, expressive world, full of bright advertising and absurd safety messages. Beautiful, funny and slightly strange. Underneath it, the infrastructure is trying to keep a vanished civilization alive.
The machines fight backExplore the combat scenes
From inside the gameExplore the development captures
The scenes above are composed artwork based on our game assets, with polished lighting and reflections. These captures show the game environment as it is.
When can I play DUSTWIRE?
The October 2026 press kit lists a free Steam Playtest for December 2026 and Early Access for March 2027. See the press kit for game facts and media.
Where can I watch the trailer?
Watch the official teaser through the trailer button, or find videos and in-game screenshots in the DUSTWIRE press kit.


