The family that explodes together stays together.
A scrap regiment called the G.R.I.M. is stripping everything the Kaboom family owns. Two brothers go out to stop it, each holding two guns, and neither of them goes alone.
Whoever you are not controlling comes along under AI. He shoots, picks up Kaboomite, goes down when he takes too much — and you have to walk over and lift him back up while the wave keeps coming.
Not just survive-the-wave. Purge a quota, hold a timer, destroy the generators feeding the line, hold uplink zones, hunt a commander, salvage cargo under fire — seven objective types across the campaign.
One in each hand, fired together, each with its own reach and rhythm. Pairing a short spread with a long piercing line is a real decision, not a cosmetic one.
Twin virtual sticks, generous touch targets, everything readable at arm's length. No launcher, no login, no timers — open it and play.
Upgrade weapons for damage, armor and recovery for survival — per brother. Enemy damage climbs with threat level, so the defence you buy is what carries you into the late ranks.
Enemies do not play a death animation — their own body parts are torn off and thrown with physics. What was shooting at you is now scrap on the floor.
You control one; the other comes along under AI and fights with his own armor. Swap whenever you like.
Eight archetypes, each solved differently. A Warden shields everything near it; a Sparky wants to be beside you when it goes.
One in each hand, fired together. Every model is inspectable in the Workshop, ten upgrade levels deep.
Hand-drawn layouts, never generated: a corridor that fills from both ends, a ring that hides its own far side, a fortress built so they arrive behind you.
Captured from the running game, not mock-ups.





