Magnet on a rope
Water. Blind, heavy, tense. The core of the whole thing.
You don’t know what you’re pulling up until it breaks the surface.
The job
You and up to three friends. One van. A flooded quarry, a wrecking yard, the pond behind the village, and fifty years of everything anyone ever threw into them. You pull metal out of water with a magnet on a rope. You sweep dirt with a detector. You take a grinder to whatever is left of a Škoda.
Then you haul it home, dump it in the yard, and the interesting part starts: arguing about what to do with it. Sell it raw and have fuel money tonight? Spend three days derusting it and take ten times as much? Cut it into parts you’ll want next week? Nobody tells you the right answer, because there isn’t one.
Pillar
The rope goes tight. Something is on the end of it. That is all you get until it is out of the water. Half of it will be worth less than the fuel you burned getting there. The rest is why you come back tomorrow.
Pillar
A safe does not care that you are standing on a slope. Big finds need two sets of hands, a winch, or one very bad decision. Everything here is physics, and physics is on nobody’s side.
Pillar
Where you drive, what you hunt with, who you sell to, and whether you keep it clean. Open world, two economies, and always more options than time. You have to choose.
The kit
Every location rewards a different tool. Magnet on the pond, detector on the field, grinder on the wreck. New gear does not just unlock better numbers — it unlocks places you could not reach.
Water. Blind, heavy, tense. The core of the whole thing.
Dirt. Coins, rings, relics. Just one more signal.
Buried caches and old foundations. Slow. Occasionally enormous.
Wrecks. Volume, non-ferrous metal, noise.
For what the magnet will not lift. Breath, snags, brown water.
Build it, run it, drop the water level. A whole lakebed at once.
Pay first. Look second. Argue third.
“There is a truck at the bottom of that quarry.” Somebody always knows.
Tree of fates
Every find has a condition and a category, and those decide what you can do with it. The same object is worth three hundred or four thousand, depending on how much time you sink into it and who you carry it to. Pick a fate.
Economy
Pays less. Pays every time. Will not touch anything hot. Tools bought here come with a warranty and do not fall apart at the bottom of a quarry.
Pays better. Sometimes. Buys anything. Will sell you a magnet at half price that lets go at exactly the wrong moment. And somebody is writing your name down.
The world
No endless generated terrain. A connected map of one region you drive across in a van, with places you have to open using money, reputation, a contract, or the right gear.
From the build
“We had the safe halfway up the bank. Tomáš let go of the rope. The safe went back in the water. So did Tomáš.”
“We paid four hundred for an unopened storage unit. It was four hundred crowns of garden hose.”
“The detector went off. I dug for eleven minutes. Bottle cap. I kept digging anyway.”
“There was ammunition in the briefcase. We are no longer welcome at the legal buyer.”
State of the yard
Made in Unity. This is the honest state of it, not marketing: what is playable in the build right now, what is being built, and what is still only a line in a design document.
It is not out yet
No release date. Anyone who gives you one is lying. A wishlist is the one thing that genuinely helps a small game on Steam, and it is the only thing we are asking for today.
Wishlist on Steam