Defend the deck. Fall, upgrade, repeat.
The deck is rising and boarders are climbing onto it. Your rifle handles the shooting — so the only question that matters is where you are standing. Get knocked off the edge and everything changes: the gun goes quiet, and the rope is the only verb you have left. Throw it at a wall, swing, and get back on before the deck climbs out of reach.
Rope or gun, never both. That one rule is the whole game.
Clear a floor, take a perk. Heavier rounds, bullets that punch through bodies, a hook that tears through anything in its path.
Past a kilometre it stops being just boarders. Laser grids with one lane through them, saw walls, falling bombs, and a blade that comes for the deck itself.
Scrap buys permanent traits, eight guns that each play differently, and a crew to carry them. A bad run still moves you forward.
Every run is posted automatically. See exactly who you just passed, and who is still above you.
No adverts. No purchases. No accounts. The only thing Holdout keeps is the name you choose and how high you got — see the privacy policy.