A red-clad player exchanges fire with machines beside a brick building in DUSTWIRE’s colorful forest district

A Strange Picnic game

DUSTWIRE — Worlds Under Pressure

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.

Three workers walking the familiar district street between clean block buildings and blue flowers

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 Dustwire

Explore

Enter the old Pressure Zones.

Scavenge

Find parts that keep home alive.

Extract

Survive the Equalization Lock.

Old jobs. New problems.

Suppressor, the original red-visored industrial spider design staged in the colorful forest district

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.

The blue, green and orange Wire Crew holding rifles beside the district’s orange buildings and colorful forest

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 captures

Inside 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.

01

The 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.

02

The 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.

03

Softform 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.

04

Life 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.

05

One 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.

06

Equalization 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.

07

Jobs 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.

08

Industrial 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.