
How much collective ammo do you have? How much damage could you tank? Where can you set up a turret or put down foam to slow down an encroaching horde? Players have to analyze their team’s entire situation before diving into new encounters. This design ensures that every fight is a calculation.


You have to spend your resources to kill the monsters. “Killing enemies in GTFO gives you absolutely nothing. “You have to learn and unlearn some stuff for GTFO,” says Viklund. Even light must be employed strategically. If that wasn’t enough, resource scarcity turns nearly every aspect of the game into a puzzle. These campaigns, known as Rundowns, are separated into challenging Expeditions that are always changing to keep even experienced players on their toes. In GTFO, every four-person team is dropped into the Complex to carry out tasks for an unknown entity called The Warden. The beast’s stuttering breaths turn into a full roar, and it’s only the hair-trigger reflexes of our veteran guides that keep us ready for the next fight. “Stop! Stay where you are! It can see us when it glows.” warns Viklund, sledgehammer raised high to bash into a hulking monster’s orb-like, glowing head.

Team ROG hopped in-game with GTFO developers Simon Viklund and Robin Björkell to get an inside look at the smash hit.

Every decision, from creating your loadout to deciding how you use your last bullet, can make the difference between another breath and certain death. Developed from the ground up as a four-player co-op experience, every trip into its depths demands careful teamwork to strategically use limited resources. Created by the ambitious nine-person team of indie game studio 10 Chambers, this action-horror FPS has become a fan favorite for its hardcore tactical gameplay. And that’s before a monster ever enters your crosshairs. Unsettling noises hiss and rattle in your ears, hinting at something lurking just out of view. Darkness creeps around the edges of everything, filling you with unease before you’ve even plunged into the labyrinth. The scares start as soon as you hit play.
