Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
레트로‑퓨처리즘 WebGL 아케이드 전술 게임·시드 조각 미로·맞춤형 삼면 셰이더·동적 조명·깊은 환경음
An immersive retro-futuristic WebGL arcade tactics game. Seed-carved corridor mazes, custom triplanar shaders, dynamic lighting, and deep ambient soundscapes.
게임JavaScript · PythonGitHub @grounded-play접속 불안정운영자 미확인
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Crash in. Scavenge O2. Upgrade your suit. Survive the depths.
Hunker Bunker is a retro-futuristic tactical survival game where you navigate ice-locked subterranean corridors, balance failing life support, uncover lost telemetry, and decide what leaves the planet with you.
🎮 Play Live Browser Build • 💬 Join Discord Server • 📚 Documentation MapREADME 전문 보기 ↗Crash in. Scavenge O2. Upgrade your suit. Survive the depths.
Hunker Bunker is a retro-futuristic tactical survival game where you navigate ice-locked subterranean corridors, balance failing life support, uncover lost telemetry, and decide what leaves the planet with you.
🎮 Play Live Browser Build • 💬 Join Discord Server • 📚 Documentation Map
Status (2026-10-26):
v2.4.18-beta(Sprint 53) is in review as a PR fromdev/sprint-53tomothership. Packaged PvE, PvP, Steam Deck, performance, cloud and operations acceptance is still open.Sprint 53 highlights:
- The Definitive First Expedition: fresh profiles enter Sector 0 directly, learn the survival loop through five authored phases, and cross the blast threshold continuously into Ring 1. Returning players retain an explicit onboarding skip.
- Field Recalibration: safe-camp workbenches now offer one curated build-defining recalibration per camp, including Cryo Overclock, Biometric Siphon, and Kinetic Spalling, with deterministic rerolls and squad replication.
- Elemental and enemy grammar: Sub-Zero Necrosis fuses cryo and bio-corrosion; Mycelium Stalkers flank, telegraph, pounce, react to light and gunfire, and retreat to darkness. Scuttler and Spore Mortar encounters received complementary combat passes.
- Camps and cinematics: interaction gating, dialogue telemetry, physical walk-to interactions, fallback staging, doors, and all 32 cinematic cards now form a clearer authored event chain.
- Multiplayer parity: moving and breakable props, items, enemy state, deaths, redeploys, and recalibration effects use host-authoritative replication paths.
- Feel and performance: hit-stop, footsteps, combat audio, arcade/achievement integration, bounded light pools, scene batching, mixer culling, deferred boot assets, and mobile Lighthouse 93/93 clearance.
Read the release notes, PR description, and master verification plan. Acceptance remains open until the evidence gates in that plan pass.
| Cryo Expedition Route | Live Combat and Current HUD | Camp Narrative Cinematic |
|---|---|---|
The cryo-route and combat frames were recaptured from the local validation working tree after the floor, prop-repetition, and wall-fixture finish fixes. Both use the deterministic trailer harness. They document the working visual state; packaged hardware acceptance is tracked separately in the Sprint 53 master plan.
Every terminal is a physical machine in the bunker: the Fabrication Auto-Mart, the Meridian service terminal and the Black-Ice 21 cabinet, with the live game blurred around them. Their keypads, bolts and coin returns work (try 0451, or unscrew the four corner bolts). Captured in a real run on Steam Deck and PC:
| Fabrication Auto-Mart | Meridian Service Terminal | Black-Ice 21 |
|---|---|---|
Deck beside PC for every machine: docs/screenshots/.
| Warmth Beneath the Ice | Gigawatt Goliath (Apex Threat) | The Cave Was Breathing |
|---|---|---|
| Library Capsule | Vertical Capsule | Small Capsule & Logo |
|---|---|---|
All store and library art lives in steam/store/ (English slots; replacements use the same file names).
en), German (de), Latin American Spanish (es-419), Japanese (ja), Brazilian Portuguese (pt-BR), Russian (ru), and Simplified Chinese (zh-CN) — 0 unannotated markup, 0 unlocalized runtime strings, 1,898 keys per locale at exact parity, live in-session switching, and a coverage ratchet (npm run i18n:audit) that fails CI if any of those regress.4148) or tactical AI AURA (4149) with 104 callout slots (208 authentic takes), intro cutscene HUD persona cards, and customized opening crash dialogue.| SCOUT | TANK | ENGINEER |
|---|---|---|
| Active Ability: Sprint BurstFast recon & high-risk salvage runs. | Active Ability: Heavy BraceAbsorbs punishment & clears corridors. | Active Ability: Systems RerouteHacks terminals & maximizes extraction. |
Full map of every menu, sub-menu and tab, the input model and the UI
improvement plan: docs/design/ui-surfaces-menu-map-and-controller-navigation.md.
| Action | Keyboard / Mouse | Steam Deck / Gamepad (official layout) |
|---|---|---|
| Move | WASD / Arrow keys | Left stick |
| Aim & Fire | Mouse + left click | Right stick or trackpad + RT |
| Interact | E (or Enter) | A |
| Dodge | — | B |
| Reload | R | X / D-pad ◀ |
| Smash / Class Ability | F | Y / D-pad ▶ |
| Scan | Q | LB / D-pad ▼ |
| Tactical Map | M or Tab | RB / D-pad ▲ / View |
| Sprint | Shift | Left stick click |
| Melee | V | — |
| Tactical Ping | T (with a squadmate in the room, T also opens trade) | — |
| Pause / Settings | Esc | ☰ Menu |
| Chat | HUD CHAT button, or Pause → Settings → Session → Room Chat | Pause → Settings → Session → Room Chat |
| Dev Telemetry | ~ | — |
Every menu is built for the Steam Deck stage (1280×800) and driven by one
focus system shared by the pad, the keyboard and the mouse. Every surface is
registered in MENU_FOCUS_ROOT_IDS (src/inputActions.js) and covered by the
menu-reachability, controller-focus and menu-tab-switching browser suites.
| Action | Steam Deck / Gamepad | Keyboard | Function |
|---|---|---|---|
| Navigate | D-pad / left stick | W A S D or arrows | Spatial focus across buttons, cards and slots; wraps at the edges. |
| Activate | A or RT | Enter / Space | Equips gear, buys upgrades, selects an operative; A on a dropdown opens its full list. |
| Back / Close | B | Esc | Closes the topmost surface and returns focus to the button that opened it. |
| Switch Tabs | LB / RB (also X / Y) | Q / E | Settings, Archive, Foundry hub / Vault, Dossier, ship terminal; class cards on the operator menu and in the Armory. |
| Adjust Values | D-pad ◀ ▶ (focused) | A / D or ◀ ▶ | Sliders, volume, UI scale, dropdowns. |
| Scroll Text | D-pad ▲ ▼ | W / S or ▲ ▼ | Scrolls lore, codex detail and commentary text that has nothing to focus. |
| Enter Text | A (Steam keyboard; in-game keyboard fallback) | type | Callsign and chat. |
| Pointer | Right trackpad / stick cursor + A | Mouse | Optional; never the only way to reach a control. |
# Clone the repository
git clone https://github.com/grounded-play/hunker-bunker.git
cd hunker-bunker
# Install dependencies & launch dev server
npm install
npm run dev
Open
http://localhost:5173in your browser.
For the desktop shell, npm run electron:dev runs Electron against the dev server with DevTools detached and the F12 / Ctrl+Shift+I and F5 / Ctrl+R shortcuts. Set HB_DEVTOOLS_OPEN=0 to keep DevTools closed, or list Chrome Web Store extension IDs in HB_DEVTOOLS_EXTENSIONS (comma-separated) to install them.
npm test # Run the complete unit and integration test suite
npm run coverage # Run tests and generate the coverage report
npm run lint # Check formatting & code safety
npm run build # Compile production WebGL bundle
npx playwright test tests/e2e/<spec>.spec.js # Browser specs (each cold-boots the game; allow ~30s–3m per test)
Other agents or editors changing src/ make a watched Vite server reload the page mid-test; run browser specs against a server without HMR when the tree is busy.
The badges above report the latest merged mothership workflow results. Pull
request checks may be newer; use the PR checks view when validating an
unmerged branch.
gltfpack meshopt vertex compression and Basis Universal KTX2 textures (KHR_texture_basisu). Dual-array BC7 KTX2 floor surfaces with multi-layer height-blend shaders, procedural noise jitter, and deterministic BFS traffic wear mapping.steam.tuesdaycinema.club), enforcing verified score validation for 5 Steam Leaderboards and Steam-session-authenticated multiplayer.Hunker Bunker is built in the open. Whether you write code or just want first crack at every new drop, there's a seat for you.
Playtesters & community — the fastest way in. Jump into Discord, play the live browser build, break things, and tell us what you found. Community feedback has directly shaped classes, endings, and the economy in this repo.
Contributors — this is a real MIT-licensed open-source project, not a mirror. Bug fixes, balance tuning, new content, tooling — all welcome.
CONTRIBUTING.md for the fork/branch/PR workflow.npm test && npm run lint before you open a PR — CI runs the same checks.Distributed under the MIT License. Built with ❤️ by Tuesday Cinema Club.
GetReport reconciliation. It is free to play and never pay to win (economy plan). Production acceptance varies by feature and is tracked in Product State.~): Real-time diagnostic telemetry, event interceptors, audio/network monitors, and QA cheat commands (resetachievements).window.__DEBUG__.openMuseum() lays out every shipped 3D model at its in-game size and facing (weapons, chassis, NPCs, props, kits, enemies); window.__DEBUG__.museumReport() lists each exhibit's load result and measured size.