THE STORY
Seven cards. One long day.
A rookie sapper works the minefield sector by sector. Each chapter card below plays as a full-screen splash in the game — comic-grit key art, one line of dread at a time.
Defuse or detonate.
Every device is armed with questions. Know the answer, cut the wire, walk away.
CHAPTER ONE
The Call
First day. First device.
SECTOR 01
The City
One briefcase. Empty street.
SECTOR 02
The Warehouse
It’s grinning at you.
SECTOR 03
Underground
The last train never left.
SECTOR 04
The Rooftop
Rain won’t stop the clock.
SECTOR 05
The Compound
They armed it and ran.
IF THE FUSE WINS
Aftermath
Kaboom. Try again.