Chapter: "Command & Subdue"
Killer: The Commander
HEIGHT: Tall
Speed: 4.4 m/s
Terror Radius: 40 metres
Terror Radius Music:
· 40 metres – Sound: An almost bare, low mechanical hum. It feels like standing in an abandoned metro tunnel, while somewhere kilometres away a giant generator has been switched on.
Palette: Infrasound, distant clank of a single gear, deep echo.
· 32 metres – Sound: The rhythm cuts off abruptly. Only the low hum and the fading echo of the last strike remain. It feels as if the machine "paused" for a second or is changing gear.
· 12 metres – Sound: A dry, industrial beat enters. Not drums, but the sounds of a stamping press: "Tyshch-Tyshch-Tyshch". Metallic relay clicks and short alarm signals (synth accents) are added.
Palette: Factory conveyor samples, distorted radio interference.
· 8–0 metres – Sound: A heavy, mid‑tempo industrial groove. A harsh synth riff on top, beneath it – a pulsating bass, like the footsteps of a walking tank.
CHASE:
Rhythm: The clear, oppressive pulse remains, but it slows down by 5‑10 BPM and "drowns" in reverb.
Texture: Instead of sharp metallic flashes, a monotonous grinding enters, resembling the work of a huge crusher or earth‑moving machine.
Synthesiser: The "sawing" high sound disappears. In its place appears a low, droning organ tone that stretches endlessly, creating a feeling of hopelessness.
Psychoacoustics: A "Shepard Tone" effect is created in an industrial guise – a sound that seems endlessly rising but never changes pitch.
Appearance:
· Upper body under a cloak: heavy segmented armour. The breastplate consists of multiple overlapping plates.
· Cloak and greatcoat: Over the armour is a long officer’s greatcoat. It looks old – edges torn, fabric worn in places, scorched sections. On the back – a faded symbol: a rhombus with 4 fangs (2 on top, 2 on the bottom) inside the rhombus. The inner side of the cloak is coloured dark red.
· Helmet: Fully enclosed, multi‑layered, scratched and marked by bullets. A narrow horizontal visor slit glows bright red. On the right side a massive optical module with lenses and sensors is attached, replacing an eye. A high armoured collar merges smoothly into the helmet.
· Belt: A massive commander’s belt at the waist. Attached to it: pouches, communication elements, accumulator blocks.
· Gloves and hands: Hands are protected by heavy armoured gloves.
· Shoulder: A manipulator arm is mounted on the shoulder.
· Trousers and footwear: Tactical trousers. Reinforced knee pads. Heavy, army‑type boots.
Lore:
The Empire does not create soldiers. It creates weapons. And weapons do not ask questions.
He was not called by name. Only a project number and rank: Commander. He was the pinnacle of Imperial military thought – a human whose body was rebuilt from birth with neural interfaces, armour plates and combat protocols. Every strike, every shot, every step was calculated by algorithms sewn into his spinal cord. Emotions were considered a system error. They were suppressed with electricity and chemicals.
Aiko Aurora, the Supreme Tactician, personally oversaw his "upbringing". She saw in him the perfect instrument – ruthless, precise, obedient. She sent him on the bloodiest purges, and he always returned. The Empire grew on his victories.
But inside abandoned factory halls, where no one could see, the Commander sometimes heard a strange sound. Quiet, mechanical, like the moan of someone locked away. It was the sound of that part of his mind that the Empire had never managed to remove.
KILLER POWER:
PASSIVE PART: Shepherds (spider‑robots)
Without the Commander’s intervention, the spiders act autonomously.
· Number: 2 spiders.
· Invisibility: Full, but survivors can see:
· Air fluctuations (slightly more noticeable than the Bell‑ringer’s)
· Periodic shimmering spots
· Three red eyes (they glow, betraying presence)
· Survivor detection: from 15 metres → pursuit begins.
· Patrol speed: 3.7 m/s
· Chase speed: 4.2 m/s (lasts 17 seconds or until the target breaks line of sight / stuns)
· Vaulting through windows: slower than a survivor (+0.5 sec to animation)
· Stunning a spider (for 3 seconds): with a pallet, flashbang, or torch (1.5 sec of directed light)
· Locker block: if a survivor enters a locker, the spider blocks it for 11 seconds, then deactivates for 11 seconds.
· Synergy with Tracker (Pathfinder):
· Detection from 20 metres
· Chase extended up to 25 seconds
ACTIVE ABILITIES OF THE COMMANDER
Action Effect
CTRL + RMB Order a spider: point at a location on the map → the nearest spider moves there (3.7 m/s, invisible). Upon detecting a survivor → pursuit
CTRL + LMB "Spider Frenzy" – temporary enhancement of both spiders for 20 seconds
(CTRL+RMB) can be used at any time, bringing up a map cursor.
COMBAT ABILITY: "Manipulator Claw"
Activation: hold RMB, then press LMB to attack.
· Range: 12 metres (straight line)
· On hitting a survivor:
· Grabs for 1 second (immobilised)
· If healthy: deals damage (becomes injured)
· If injured: automatically hoists onto shoulder (pick‑up)
· Cooldown:
· Miss: 10 seconds
· Hit: 14 seconds
· Synergy with Pathfinder (Tracker):
· Target has no tracker → claw applies Pathfinder (Stage 1)
· Target has a tracker → claw advances it to the next stage
ACTIVE ENHANCEMENT: "Spider Frenzy"
Activated by CTRL + LMB
· Duration: 20 seconds
· Effects for both spiders:
· Chase speed: 4.4 m/s (instead of 4.2)
· Survivor detection range: 18 metres (instead of 15)
· Locker block: 16 seconds (instead of 11)
· Cannot be stunned by torch or flashbang (only by pallet – 3 seconds)
· Cooldown: 60 seconds after the effect ends.
· Overheat after ending: both spiders shut down for 10 seconds (do not move, detect, or block lockers).
SPECIAL ITEM (Limited Item): "Pathfinder" (Tracker)
· Slot: separate (limited killer power item)
· Application:
· By a spider (upon detection from 2 metres)
· By the combat ability "Manipulator Claw" (if the target has no tracker)
· Stages (automatic timer from the moment of application):
Time Effect
0 sec Tracker applied (invisible to survivor)
15 sec Oblivious (survivor debuff that completely hides the killer’s terror radius and heartbeat)
30 sec Broken (completely blocks the survivor’s ability to heal to healthy state)
45 sec Pain grunts louder (+50% audible volume)
70 sec Ping (Pathfinder constantly beeps and attracts spiders within a 12‑metre radius)
· Removal of tracker: by another survivor (action takes 4 seconds). The remover receives the item "Jammer" (single‑use).
JAMMER (Spider Disabler)
· Radius: 8 metres
· Effect: disables all spiders within the radius for 20 seconds (spiders stand still, cannot see or chase)
· Usage: single‑use, item disappears after activation
· Priority: the Commander’s order (activation via tablet) interrupts the jammer’s effect
Spider Recovery (Commander’s Tablet)
· The Commander can remotely activate any disabled spider via the built‑in tablet (always available, no extra key).
· The spider awakens after 4 seconds, even if time remained from a jammer or stun.
· Activation works at any distance but has a 10‑second cooldown per spider (to prevent instant reactivation of both).
· If both spiders are disabled, the Commander can launch both with one button (holding the tablet for 2 seconds) – cooldown 20 seconds.
ADDITIONAL RULES
· Commander’s interface: spider icons are displayed on screen with status indicators (patrol, chase, disabled, locker block, frenzy, overheat).
· Spiders cannot be destroyed – only temporarily disabled.
· "Spider Frenzy" cannot be activated if both spiders are disabled. If at least one is active, frenzy is applied only to active spiders.
· Order a spider (CTRL+RMB): if a spider is already in chase or frenzy mode, the order is ignored (priority to pursuit).
COMMANDER PERKS:
"HEX: Brainwash"
At the start of the match, a cursed totem appears randomly on the map. While it is active, all survivor perks are blocked. The totem’s aura is visible to survivors within 16 metres. The totem is immune to hex‑destruction slowdown effects. After the totem is cleansed, survivors suffer a 15‑second block of their active perks.
"Scourge Hook: Concussion"
After you hook a survivor, all other survivors (except the hooked one) receive:
· Oblivious for 40 seconds
· 5% movement speed penalty for 10 seconds
"Imperial Order"
Every time you pick up a survivor from the ground, all lockers, pallets and windows within a 16‑metre radius are blocked for 15/20/25 seconds. Cooldown: 60 seconds.
COMMANDER QUOTES
Ability hit:
(Grabbing healthy) "Target acquired. Inflict damage."
(Grabbing injured) "Resistance is futile. You are expendable material."
(Slinging onto shoulder) "Transporting object. Route laid."
"I squeeze. I feel bones cracking."
"Distance is not salvation. Distance is my engagement zone."
Spider detects a survivor:
"Shepherd reporting: contact. Initiating pursuit."
"Scanners register movement. Attention: prey detected."
"Alarm. Sector. Intruder."
"Run. The spiders already see your fear."
"Alert system: live target in perimeter."
Hooking a survivor:
"Sacrifice accepted. You will become part of the signal system."
"A hook... primitive. But sufficient for you."
"Hang still. The Entity is already watching."
"Your order... will not save you. I am the highest authority."
"The Empire does not tolerate weakness. I am its justice."
Chasing a survivor:
"Protocol 'Hunt'. Acceleration."
"Locking onto fleeing target. You cannot hide from me."
"Your pulse – 140 beats. Futile. I hear it."
"Do not waste energy. Every step brings your end closer."
"Flight is an error. Errors are punished by liquidation."
"I am a machine. I do not tire. And you are only flesh."
Damaging a generator:
"Power node destroyed. Darkness thickens."
"Generator target suppressed. Progress nullified."
"Your electricity is nothing. I bring the Empire’s darkness."
"Another machine broken. Just like your hope."
"Resources depleted. Return to the stone age."
Breaking a pallet:
"A wooden shelter? Laughable."
"Obstacle removed. Path cleared."
"Your barrier is nothing but splinters beneath my feet."
"Construction complete. Commencing demolition."
Stunned:
"Error... Recalibrating sensors..."
"Physical damage... Ignoring. Switching to rage mode."
"You will pay... for this delay..."
"Protocol failure... You anger... the remnants of my mind..."
"Strike registered. But mine will be next."
Blinded:
"Visual sensors overloaded. Switching to audio capture."
"Light... does not matter. I see your fear with the heart of the neurolink."
"Blindness is temporary. My hatred is permanent."
Finding a survivor in a locker:
"Hide‑and‑seek is a child’s game. I play executions."
"A locker is not a hiding place. It is your steel coffin."
"Object located. Location: storage. Outcome: lethal."
"You are trembling. Sensors register it."
"Hiding from the Empire is futile. We find everyone."
Mori (killing a survivor):
"Object neutralised. Condition: critical."
"You are bleeding out. That is efficient."
"Lie down. Wait. The Entity will take you."
"Defeated. Next."
"Do not get up. It will be less painful that way."
Prestige 100:
"Limitations removed. Protocol 'Suppression' deactivated. I am no longer the Empire’s weapon. I am the highest authority. To dominate... and to conquer. Eternally."
SURVIVORS
Music for both survivors
0:00–0:12 — quiet intro. Soft background, low hum, some air/noise. The sound gradually gathers strength, as if the track is "revving up".
0:12–0:26 — first rhythm entry. Clear percussion appears, a pulsating bass is already audible. The sound becomes sharper and louder, short accented hits occur.
0:26–0:50 — calmer section after the first rise. The music recedes slightly, becomes less dense, but the rhythm does not disappear. Synths, a bass bed and occasional accents remain.
0:50–1:20 — main heavy block. The track opens up most powerfully: dense bass, active percussion, many high frequencies, a "wall of sound" sensation. The rhythm is straight and very steady, roughly like dance electro / EDM.
1:20–1:41 — transitional middle. Small drops and restructurings reappear. The sound "breathes" a little, but overall energy remains high.
1:41–2:03 — another powerful entry. Again a thick, saturated part: bass and percussion run almost without gaps, topped with a lot of synth layering.
2:03–2:27 — decline and preparation for the finale. The music noticeably thins out, volume drops, thinner elements and background layers remain. Like a break or intermediate respite.
2:27–2:53 — final build‑up. Strong dense rhythm returns, again lots of bass and bright highs. The most "combat" chunk before the ending.
2:53–end — fade‑out. The sound gradually leaves, percussion and bass weaken, leaving only a tail and light background.
- Name: PILOT 655
Lore: Enhanced human – 655 underwent an operation to upgrade his nervous system and sensory organs in order to expand functionality and capabilities in piloting and interfacing with a mech. The operation involves replacing certain brain elements using corresponding technology. The technology used on 655, in its development, was not the safest for the human brain and often had a wide range of various side effects on the psyche; however, either luck or the mental parameters of 655 were enough to survive the operation successfully, remain functional and not lose humanity. He defended Yayko Avrora, but his mech was destroyed by the Commander, and then he was killed…
Appearance:
Front of the suit:
Helmet: Streamlined shape with a transparent visor that protects the face and provides vision. Visor is grey.
Chest: Central chest area is decorated with circular elements resembling indicators and sensors. The primary colour is a very dark, rich blue‑violet (midnight).
Shoulders: Massive elements are located on the shoulders, likely serving to strengthen the structure and provide protection.
Hands: Hands are protected by armoured gloves that look ergonomic, offering both protection and comfort in combat.
Back of the suit:
Helmet: The back of the helmet has a similar construction to the front, but the emphasis is on ventilation elements that provide breathing and cooling.
Back: Additional elements associated with life‑support systems and the mech system are located on the back. They are grey.
Waist: Various modules and tools are attached to the belt.
Legs: Legs are protected by armoured boots that look massive and sturdy.
PERKS OF PILOT 655:
- Protocol "Object Evacuation"
Every time you are hooked, all other survivors gain a bonus of 4%/5%/6% to generator repair speed and healing speed as long as you remain on the hook. If you are unhooked, the effect persists for an additional 20/25/30 seconds.
The effect stacks if multiple players with this perk are on hooks simultaneously, but you do not receive the bonus from your own perk. - Neurosensor
After you personally repair generators for a total of 70/60/50% progress, the perk activates.
While in a locker, press the active ability button to craft a Neurosensor (takes an item slot).
Upon activating the neurosensor (use item key), for 60 seconds:
· Pain grunts and normal breathing sounds you make are completely hidden.
· You leave no blood trails.
- Phantom Synchronisation
Your mind is so intertwined with the machine that generators begin to "remember" your touch.
When the killer damages a generator you worked on within the last 5 seconds, the repair progress does not instantly regress; instead it freezes for 11/13/15 seconds before starting to regress. During this time you (or an ally) can touch it and prevent progress loss.
The perk activates no more than once every 60/50/40 seconds.
PILOT 655: QUOTES
Healing an ally:
"Don’t move. Scanning damage… wound not critical."
"Stabilising your systems. Completion in... 4 seconds."
"The squad’s effectiveness depends on the integrity of every member."
Being healed:
"Thank you. Regeneration speed increased by 24%."
"Don’t waste resources. I am still functional."
"Useful action. Appreciated."
Hiding from the killer:
"Sensors register a threat. Switching to silent mode."
"A heartbeat... not mine. Camouflage activated."
"Silence is also a weapon."
Entering a locker:
"Shelter acceptable. Waiting."
"Ventilation not compromised. Breathing is possible."
Hooked:
"A hook... not fatal. Evacuation required."
"Protocol 'Rescue': transmitting signal."
"Pain... just a system signal."
Repairing a generator:
"Connection established. Repair progress... steady."
"These machines are primitive. But I will make them work."
"Hand me insulating tape. Or its equivalent."
Encountering the Commander:
"Object 'Commander' in visual range. Avoiding contact."
"An old adversary. His tactics... predictable."
"You destroyed my mech. But the pilot is still alive."
Stunning the killer:
"Direct hit! Enemy disoriented."
"Tactical advantage: the initiative is ours."
"Excellent throw. Fall back."
Lobby quotes:
"Systems ready for launch. Awaiting command."
"Squad composition... heterogeneous. But effectiveness is possible."
"Civilians... I will provide protection."
Map entry:
"Scanning terrain. Beginning task execution."
"Coordinates received. Commencing mission."
"Fog. Poor visibility. Switching to infrared spectrum."
Chase by killer:
"Accelerating! Opponent faster than calculated."
"Evasive manoeuvres. Servo overload…"
"Trap! Analysing route."
Prestige 100:
"Rank 'Veteran' confirmed. Neurolink bearer fully synchronised. The mission continues."
- Name: Aiko Aurora
Lore: In a cruel world, where the Empire devoured entire continents for resources, Aiko Aurora bore the title of Supreme Tactician. She was feared and hated in equal measure. She did not ask – she commanded. Under her command were the deadliest machines of war, but the greatest creation of the Imperial forces was the COMMANDER – the most ruthless soldier who went through all the hells of their military campaigns. Yayko personally oversaw his missions, delighting in absolute obedience.
But over time she noticed strange interference: the Commander increasingly delayed responses to orders, and telemetry registered surges of uncontrolled aggression. The arrogant Aurora dismissed it as independence for her sake and continued to drive him into battle. She was a ######### who was obeyed by everyone except common sense.
One day the Commander disappeared. During a routine purge, the signal was lost, and the Empire wrote him off as scrap. Aiko was left without her main instrument of terror, and then the HQ assigned her a new bodyguard – Pilot 655, who had survived a crude neuro‑integration. Aurora felt not a drop of respect for him, considering him expendable material, but acknowledged his efficiency. He silently carried out orders, protecting her from rebels and political enemies, and over several years she almost forgot about the Commander.
But he had not forgotten.
Years later, when Yayko was in her chambers, the doors were burned through. In the opening stood the COMMANDER – but it was no longer a soldier. Something, reborn beyond controlled aggression, a swarm of machine‑soldiers beside him, and a desire to overthrow, driven by a single purpose. Pilot 655 rushed to meet him, covering his commander’s retreat, but his mech was shot down from afar by a railgun cannon, like an empty tin can. Yayko managed to see the indicators on her protector’s chest go dark before a huge manipulator claw seized her.
The Commander did not kill her quickly. He crushed her throat until it crackled, and then in one motion separated her head from her shoulders. The last thing Aiko Aurora saw in her agonising consciousness – her own head, impaled on a piece of pike, rising above the ruins of the Empire’s city as a trophy. A humiliation worthy of her pride.
The darkness closed in. But instead of oblivion, a cold mist pulled her in. Here, in the realm of the Entity, Aiko Aurora awoke again – with a pale scar around her neck, in her Imperial uniform, which now forever looks clean. No one listens to orders here. Allies are merely pitiful rats and rabble, but they are just as much victims, and only they can save her. But somewhere in this cursed place she had already heard the familiar crackle of a neurolink and glimpsed the flicker of a violet suit. Was Pilot 655 here too? Or is the Entity toying with her sense of guilt, which she felt for the first time in her life when she saw a piece of expendable material give his life for her?
Appearance:
The uniform is executed in dark tones, predominantly black, with gold and white accents. On the character’s head is a peaked cap with a high crown, adorned with a golden badge and ribbon. Beneath the cap, long, straight, very dark, almost black violet‑burgundy hair, well‑groomed.
The character’s face is framed by gold earrings. Eyes are large, expressive, with reddish‑tinted eyeliner. A light blush is visible on the face, adding liveliness.
The uniform includes a double‑breasted jacket with golden epaulettes on the shoulders, decorated with fringe. On the chest there are decorative elements such as chains and badges that underline high status. A white collar is visible on the neck, contrasting with the dark jacket, and a scar around the neck as if it had been sewn on.
On the character’s hands are white gloves. Trousers and boots are also black with golden inserts. The overall style combines severity and elegance, emphasising her belonging to the military elite.
Perks:
- Obey the Order
"You have received a target. Carry it out, or I will personally ensure you regret your delay."
Press the active ability button to mark a generator within a 12/16/20 metre radius, in direct line of sight.
The marked generator is highlighted with a yellow aura for all survivors for 60 seconds.
While the generator is highlighted, all allies repairing it gain a +9% repair speed bonus.
You do not receive this bonus.
Cooldown: 120/110/100 seconds after the mark expires. - Order: Render Assistance
"Wounded? Don’t whine. A comrade will patch you up in a minute, or I’ll find another one."
Press the active ability button to mark an injured survivor within a 12/16/20 metre radius and in direct line of sight.
The marked ally is highlighted with a white aura for all other survivors for 60 seconds.
Any ally who begins healing the marked survivor gains a +45%/75%/100% healing speed bonus until the process is complete or the mark expires.
The effect does not work on you.
Cooldown: 100/90/80 seconds after the mark expires or after full healing is completed. - Purity Above All
"Hands off. I’ll take care of myself, and I’ll do it better than your entire pitiful squad."
You cannot use items found in chests or dropped by killed allies.
Your speed at healing other survivors and unhooking them is reduced by 20%/15%/10%.
Your personal items (brought into the lobby) are consumed 30%/40%/50% slower.
Each time you fully heal yourself or repair a generator by at least 50%, you gain a token (maximum 8/6/4 tokens). Upon reaching the maximum, all tokens are automatically spent to fully restore the item in your hands.
Aiko Aurora QUOTES
Healing an ally:
"Don’t twitch, unless you want me to sew it crooked. I’m no nurse."
"Say thank you that I condescended to tend to your wound at all."
"You’re still needed by the squad. After that, you can bleed out as much as you like."
Being healed:
"Your fingers are trembling. Concentrate, or I’ll find another orderly."
"You could be more careful. But for expendable material… it will do."
"Faster. We have no time for these tender touches."
Hiding from the killer:
"Hiding in corners like a hunted rat… Disgusting."
"If this lump notices me, I will personally take it apart."
"Silence. I am planning the next move."
Entering a locker:
"Magnificent. The Supreme Tactician of the Empire sitting in a dusty locker. Remember this disgrace."
"It stinks of mould and fear. Mostly fear."
"If anyone dares open this door, they’ll regret it."
Hooked:
"Are you serious?! Me – on a hook, like a piece of meat?! Get me down immediately!"
"I gave orders to legions, and now I hang here… The irony of fate."
"If I die, I will personally visit you in your nightmares. Move!"
Repairing a generator:
"Stone‑age technology. But even it can be made to work with orders."
"Spin, you tin can! I’m not going to be stuck here forever!"
"My knowledge is worth ten of yours. Just hand me the tools."
Encountering the Commander:
"Well hello, my finest creation. Come to finish what you started?"
"You betrayed the Empire, Commander. And I thought you had no balls."
"Look at me! You broke my neck, but I’m still standing. And you – you’re still a slave."
"Your neurolink bleeds static for kilometres. I can hear your rage."
Stunning the killer:
"Take that! Know your place, pile of scrap metal!"
"That’s for my head. And for the Pilot!"
"A pitiful sight. Even a pallet is smarter than you."
Lobby quotes:
"No panic. Follow my instructions, and perhaps you will survive. Perhaps."
"If I were given a couple of stormtroopers… but these civilians will do."
"Alright, rats. Listen to me. I think – you act."
Map entry:
"Again this fog… I hate this place. Fine, let’s get to work."
"So, another round. Show me what you’re capable of."
"The Entity plays with us. But I am not a toy. I am a player."
Chase by killer:
"Stay away, do you hear?! I will not become your trophy again!"
"Run, Aiko, run… Humiliating. But necessary."
"You’re faster, but I am smarter. Remember that!"
Prestige 100:
"Rank of Supreme Tactician restored. No one will dare give me orders ever again. Not even Death itself."
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