CTZULSoftware
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Survival action · Roguelite

The Shop is Killing Me!

Fight your way through a weapons factory, build a dangerous loadout, and deal with a shop that has a financial interest in everything you do.

The Shop’s neon-lit casino and weapons factory

Ninety seconds on the floor. One more visit to the shop. How much of you is coming back?

Under the casino, the product demonstrations are live. The weapons are experimental. And you are the person wearing them. The Shop is Killing Me! puts you inside a factory that sells you the tools to survive, sponsors the next round, and expects its cut when you return.

Fight, collect, shop, and descend. Every upgrade opens new possibilities. Every trip to Account Services gives the house another opportunity to make you an offer.

Keep moving. Your weapons handle the introductions.

Weapons attack automatically. You decide where to stand, when to dash, and whether that pile of gold is worth crossing the room. Navigate corridors, circle shielded machines, break a sniper’s line of sight, and lure pursuers into the factory’s own hazards.

Most floors give you ninety seconds. The boss arrives before the clock runs out, but the escape is already open. Stay for the fight and its rewards, or take the exit while you still can. Survival and a profitable visit are two different things.

The shop is part of the fight.

Gold buys equipment. Gems buy opportunities—and trouble. Only one vendor is open at a time. Gamble on access to another division, weigh a sponsor’s conditions, and build around the equipment you can actually get.

Combine weapons, armor, and modules across product divisions. Three pieces from the same division unlock a set bonus. But most of the stock is used: armor and modules wear down, and a battered piece can shatter during a fight. That brilliant build still needs maintenance.

The representative waiting at the Account Services desk
The house has a plan for your winnings.
Welcome to Account Services.

Better equipment. A more interested factory.

The house watches what you carry and adjusts its odds. Stronger gear brings more attention on the next floor. Sponsors can change the conditions, offering extra rewards for a harder shift. Read what is posted before you sign up for another round.

Then there is the Big Bomb. Every floor has one. Open its crate for breathing room now, or gather a bigger crowd and risk waiting. The Omega upgrade makes a spectacle of the decision. Management supplies the confetti.

Cash out. Break out. Or go back for an Encore.

From floor five, you can end a run alive at the desk. Push to floor twenty and fight for a different kind of exit: the Breakout. Once you earn your freedom, walk away with the win or take your surviving build back into the depths for an Encore.

Death ends the run, but unlocked operatives and records remain. Standing assignments and optional Protocols give the next attempt a new set of tradeoffs. The shop will be there when you return.

What’s waiting downstairs

  • Movement-led combat: automatic weapons, dashes, telegraphed attacks, and enemies that demand different approaches.
  • Builds with consequences: equipment combinations, division bonuses, and gear that wears out.
  • A shop with an agenda: rotating vendors, sponsored conditions, gem gambles, and Account Services.
  • A way out: cash-outs, a floor-twenty Breakout, and optional Encore runs.
  • Another reason to return: operatives, records, standing assignments, and run-changing Protocols.

Buy. Fight. Survive. Repeat. The Shop appreciates your continued business.

The Shop is Killing Me!

Inside The Shop.

Development screenshots. Open any image to see it full size.

Keep exploring.