FLOOR 01GOBLIN WORKSHOP
Hot furnaces. Bad engineering. A cart with excellent comedic timing.
The world ended.
The cat got a fan club.
Punch your way through a murderous alien game show. Loot the dungeon. Keep your people alive. Try to maintain a little dignity in those boxers.
WELCOME TO THE CRAWL
Earth is gone. The survivors are the entertainment. Carl and Princess Donut have a dungeon to survive—and an audience that would love to watch them fail.
Dead Air turns that beautifully awful situation into a side-scrolling action RPG: close combat, character-owned magic, clever boss encounters, loot, and choices that decide who makes it out with you.
30 SECONDS. SEVERAL BAD IDEAS.
CHOOSE YOUR PROBLEM-SOLVER
Three playable heroes.
Three very different ways
to ruin a monster's day.
ACTUAL CHARACTER SPRITENo shoes. No dignified way to explain the boxers. Get in close with punches and stomps, then turn a bad situation into an explosive one.
“Goddammit, Donut!”
Gear belongs to its character. Carl's optional knee pads stay optional.

Imani is a recruitable sword-support ally. Elle, the Andrews brothers, Yolanda, and the Meadow Lark caregivers can also matter to your route.






KNOW YOUR GUIDE / BOOK ONE
The dungeon changes his body.
Your decisions test his patience.

A retired crawler. A reluctant teacher. The person who understands just how bad your situation is.
His form changes with the floor. In Book One, you meet the bearded Rat Hooligan first; on Floor 2, he's a tall, black-furred Bugaboo with enormous owl-like eyes and impossibly thin limbs.


In the novel, Mordecai is a non-combatant guide. His playable alchemist kit is this game's alternate take. See the floor forms in the licensed RPG ↗
WEAPONS, SPELLS & QUESTIONABLE FASHION
Inspect the actual loot.
The boxers are doing
more work than you'd think.
A small, portable rebuttal to the dungeon's architecture. Throw explosives, manage your supplies, and make the opening count.
Subtlety sold separately.
Character-owned loadouts, learned spellbooks, and earned gear. Item effects and combat timing are tuned for this fan adaptation.
PLEASE HOLD. YOUR BOSS IS LOADING.
Read the tells. Find the opening.
Some problems can't be punched.
Carl is processing this information.
SPRITE EXTRACTED FROM THE GAMEHe has never skipped neck day.
Flaming weights. A shoulder rush. Far too many muscles. Bait the charge into a rack, then punish the exposed recovery.
The gym equipment is finally useful.
19 ILLUSTRATED ENVIRONMENTS / 57 ROOMS
First two floors.
Ten missions.
Zero sensible vacation options.
FLOOR 01Hot furnaces. Bad engineering. A cart with excellent comedic timing.
FLOOR 01Your gym membership now includes a very personal threat.
FLOOR 02Read the label. Find the drain. The return policy has tentacles.
The entry warrens · Meadow Lark refuge · Rev-Up distillery · Rage's stairwell · A suspiciously ordinary gerbil
50 WHAT-IFS.THE ROADS NOT TAKEN
Help the people the show would rather forget. Prepare for a boss. Recruit an ally. Spend a resource you might desperately want back.
The alternate route adds 50 illustrated decisions, two field-support slots, and five ending categories. Your choices change patrols, preparation, recruitment, and who survives.
Save the supplies.
Or save the people who need them?
Original Book One what-if stories for this game, inspired by fan discussions. Alternate outcomes and playable Mordecai are arcade interpretations.
FOR THE PRINCESS POSSE
Big monsters. Bigger opinions. Enough heart to make you care who gets to the next floor.
Built with a little inspiration from the fandom's catchphrase habit ↗. The new achievement jokes here are original.
NEW ACHIEVEMENT!
It did not improve your odds. But the font was lovely.
Reward: an unreasonable sense of optimism.

THE BROADCAST IS JUST GETTING STARTED.
A look inside the game. Downloads aren't open yet.