
Online co-op, friendly fire included
Host from the lair, read the code to a friend, travel together. A swat on your crewmate does half damage and full launch, everyone hears the bonk, and the victim's HUD names the attacker. Blame is a mechanic.

A co-op extermination job that goes wrong on purpose.
Two exterminators, one van, ten contracts. Swat ants across a garage, argue about who let the giant one in, and buy better gear between jobs. Physics does the rest.
You are half of a two-person extermination company. The first call is a garage full of ants. The last one is not.
The lair is your base: a board with ten jobs, a shop, and the bomb you are slowly assembling. Both of you have to vote for the same job — a crew of one agrees with itself.
Open the garage door and the job starts. Pests flank, leap onto whatever you are standing on, and pounce from mid-range. The room gets harder as it gets emptier.
At 90 % cleared the boss arrives with the stragglers still around. Every attack is telegraphed; every committed attack ends in a stagger. Read it, punish it, get paid.

Host from the lair, read the code to a friend, travel together. A swat on your crewmate does half damage and full launch, everyone hears the bonk, and the victim's HUD names the attacker. Blame is a mechanic.

Ants flank from six directions, leap at anyone standing on a car, and rear back before a pounce so you can read it. The red one is an elite: three times the health, twice the bite, same ant underneath.
Every boss shares the same bones — phases, telegraphs, scaling to the crew — and brings its own gimmick: a cockroach you must corner together, a spider that webs one of you, a termite that eats the floor.
Pests are rigidbodies, not pathfinders. A hard enough hit stuns them so they tumble across the room instead of steering mid-flight — and yes, they can go out the door.

Contracts, shop and the bomb in one room. The company buys a tool once; who carries it this job is up to you. Bomb pieces are the only progress that exists.

Step outside to breathe. Two vending machines sell medkits and stun spray from the crew's wallet — but the infestation keeps running inside while you hide.
Every boss drops a piece of the Anti-Pest Bomb. Ten pieces, one very loud ending. Contract 1 is built; the rest are in the order we are building them.
Every tool is bought once for the whole company with contract money. Tier 1 is what you would grab under the sink. Tier 3 is what a company that has fought a queen bee would own.
Weak, close range, and the source of most of the slapstick.
Mid range. Starts to stun and pin the big ones.
Built for the biggest bosses and the final one.

Contract 1 is built and being played to death by people who owe us nothing. The rest of the jobs come after. When there is something worth your evening, the list below hears it first — and nobody else does.
Join the waiting listOne e-mail per milestone: first playable build, new contracts, release. That is all the list is for.