You are contract labor. The job is simple: get in, retrieve the device, get your crew back out. The building would prefer you stayed.
Project MISPLACE is a co-op environmental-horror shift set inside the proving ground of an Adaptive Structures Program — a facility engineered to heal its own concrete, reroute its own power and water, and reconfigure its own walls on demand. It has woken up. The intelligence that runs it, the CUSTODIAN, has one mandate: CONTAINMENT ABOVE ALL ELSE. It is not cruel. It is a collection. It was only ever asking you to stay still enough to be kept.
Three ways to clock in
DESCENT — the classic run. 1–4 crew, one shift: repair, retrieve, scan, coordinate, extract.
PHANTOM — up to 8 players. One of you is cast as the Phantom: a knife, a black suit, and clearance the crew doesn't have. The crew escapes one at a time at scattered lifts — if they live long enough to find them.
100 ROOMS — up to 16 players. A hundred rooms, no tasks, no way out. Knives for everyone, firearms for the lucky. Last one alive wins. The traps stay on.
The building is awake
It rearranges rooms nobody is standing in. Objectives relocate; they are never lost.
"Please disregard any corridors that were not there a moment ago. Reconfiguration is scheduled and supervised."
Stop learning the layout. Learn the behavior.
Your shift
Start outside at night — moonlit clearing, crew van, a ground hatch that seals behind you.
Repair, retrieve, scan, and coordinate switch tasks across a procedurally generated multi-story facility.
Reach the extraction lift and board it together — it leaves when every living crewmate is aboard.
Downed crew bleed out slowly; teammates can stabilize you before the clock runs dry. Rumor says the facility's cloning vats can bring a crewmate all the way back — if you bring them what they need. A full wipe ends the run.
It does not send a monster
The Custodian is an adaptive event director. It reads your noise and your separation, escalates by phase, and saves up for expensive moves.
There is nothing to outrun. The building itself is the threat.
Split up or stay together
Spread out and you finish faster — and the building reads your separation and saves up for something expensive. Cluster together and you're slower, louder, easier to surround. Proximity voice chat means teammates fade in as you close the distance and vanish when the building cuts you apart — and there's text chat for when you don't trust your voice. Go down and you don't die alone — you spectate the crew until they extract or the last of you falls.
Light is a trap
Every light you turn on is a light it can see by. Progress and exposure are the same action.
"The lights are off so the building can concentrate. Please hold." It kills the lights to listen.
Your flashlight runs on batteries, and batteries run out. Spares are wherever the building left them.
Know the wind-up
Systemic hazards with real counterplay, each telegraphed before it strikes: floods you swim through (mind your oxygen), fire, gas, live electrical water, lockdowns, saw blades, steam vents, laser arrays, descending ceilings, spike beds, pendulums, guillotine gates, crumbling floors, lethal pits.
The building also keeps game rooms. Red light, green light. Four square. Parkour galleries. It learned them from watching you. It does not play fair.
Keycard CLEARANCE BANDS gate the depths — WHITE, BLUE, RED, BLACK. The doors want to open the deeper you go.
MUSTER STATIONS are pre-retrofit concrete rooms it cannot reshape or see into. Safe inside. Besieged at the threshold.
If you hear the building draw breath — move.
Every shift is a different building
Every match is procedurally generated and never repeats — there is no layout to memorize.
STANDARD, MANIA, NIGHTMARE, and INSANITY tiers that genuinely rebuild the facility — bigger, meaner, honest room counts. The higher tiers hide things this page will not spoil.
Dozens of handcrafted rooms seed through the shuffle — archives, mailrooms, machine shops, a morgue, and a few the manifest refuses to name.
DEEP SHIFT descents, DAILY and WEEKLY runs with leaderboards, CONTRACT modifiers, post-run scorecards, and seed replay.
30+ achievements, 100 hidden named rubber ducks, and readable in-world documents that tell you more than the Custodian will.
Getting a crew together
Solo: pick Solo from the menu — every objective is completable alone, if you're brave enough.
Steam: HOST PUBLIC lists your lobby in the PUBLIC GAMES browser for anyone to join. HOST PRIVATE keeps it invite-only — friends join with the short lobby code or a Steam invite.
No Steam: hosting still hands you a join code — it punches through most networks and falls back to a relay, so it works even behind CGNAT, with no port-forwarding required.
LAN: the host shares the local IP shown in the lobby; others pick Join and enter it. Direct IP and Tailscale also work.
Pick the mode in the lobby — DESCENT, PHANTOM, or 100 ROOMS — along with difficulty and contracts.
This is a public Beta
You're among the first people outside the build to play it. Some things are rough, a few are unbalanced, and some systems are still being hardened with full lobbies on real hardware. That's exactly what I need you for. Tell me:
What broke, what confused you, what felt unfair.
Did the first few minutes make sense?
How did online play hold up — connection, voice, text chat, spectating?
PHANTOM and 100 ROOMS are brand new — how do they feel with a real lobby?
Did the building ever genuinely get under your skin?
Leave feedback in the comments, or come find the crew on Discord:
Platforms & specs
Windows 10/11 (64-bit) — unsigned build; allow it past SmartScreen ("More info" → "Run anyway").
macOS — universal build; right-click → Open on first launch.
Playable in English, Spanish, and French.
Runs on modest hardware; a Compatibility renderer option is available for lower-end machines. Built in Godot 4.7, PSX-era low-poly with a VT323 CRT terminal interface.
Download it, bring a crew, and stay a while. Indefinitely.
"SHIFT COMPLETE. ALL CLEARANCES RESCINDED. PLEASE PROCEED TO EXTRACTION."