Every building is a dungeon. Every dungeon has teeth.
Each building in the Slopworks complex is a self-contained dungeon. Enter through a breach point, clear the fauna that have nested inside, repair the broken infrastructure, and restore the building to production. Once online, it feeds resources back to your home base through supply lines.
Buildings have real BIM-based interiors — actual mechanical rooms, actual electrical closets, actual pipe chases pulled from building data. You can tell a hospital from a factory from a warehouse by the layout alone. The further a building is from your base, the harder it is to clear and the better its output.
Fungal growths that release corrosive spore clouds — slow-moving, but your equipment rots if you linger.
Creatures that incorporated machine parts into their biology — fast, armored, and aggressive enough to chase you between floors.
Small, numerous, coordinated — they nest in shelving and shipping containers and flank you from angles you forgot to check.
Large, territorial, drawn to energy output — fewer encounters, but each one is a boss fight you earn or die to.
The territory between buildings has its own dangers. Mutated wildlife roams the open ground — less specialized than what's inside, but varied and unpredictable. Moving between facilities is never just a walk.
Supply lines connecting your restored buildings need defending. Fauna patrol the gaps and attack exposed routes. Every building you bring online expands your network — and every expansion increases the global threat level. More territory, harder waves, more aggressive creatures, more ground to cover.
The furthest buildings have the best output. Getting there is the easy part. Holding the line back is the job.