Unity Wars

Last Stop

Hunt the infiltrator hiding among the crew, or play as the infiltrator and infect the commander.

Last Stop
  • story-driven
  • Difficulty: intermediate
  • in development
  • Game Systems: Combat (Coming Soon)
  • Social-Deduction
  • Stealth
  • Paranoia
  • Role-Switching
  • Story-Driven

A paranoia thriller on a remote refueling waystation at the edge of safe space. Play as the investigator hunting a Phantom infiltrator hiding among the crew, or play as the Phantom with near-perfect mimicry. The crew is small, isolated, and vulnerable. No help is coming. Someone serves Unity. Trust no one. Question everything. Accomplish your mission.

Play this experience

Trust No One. Question Everything.

Waypoint 7 sits at the edge of safe space - a refueling station where ships pass through and crews try not to think about how thin the line is between civilization and the void. For forty years, the station has operated in quiet tension. Protocols followed. Scans completed. Fear kept on a short leash.

Then the Station Medic is found dead in her own medical bay. The one person who could identify an infiltrator. The one person whose scans kept the crew sleeping at night.

Now you arrive - either hunting the monster, or wearing its face.

The Station

Waypoint 7 is a medium industrial facility: multiple decks, cargo bays, maintenance tunnels, crew quarters scattered across sections designed for function over comfort. Large enough for secrets. Small enough that paths cross, absences are noticed, and everyone knows everyone's routines - or thinks they do.

The station hums with the constant vibration of fuel processing. Observation windows look out at distant stars and empty space. Somewhere beyond sensor range, infected territory pulses with hive activity. The crew knows exactly how close they are to that edge. They just try not to think about it.

Twenty souls. Tense professionalism. And somewhere among them, someone serves Unity.

The Commander

Commander Elias Vance runs Waypoint 7 with the quiet efficiency of someone who has survived longer than most. What his crew doesn't know is why he chose this remote posting - or why he's spent forty years at the edges of civilization under a name that isn't his.

Vance walked off a refugee transport from Veridian in Year Zero. He carries memories of the origin world - the outbreak's first hours, the conversion's spread, fragments of truth about Unity's birth that even he doesn't fully understand. That knowledge has been locked in his head for four decades.

Unity wants it back.

The Murder

Dr. Yara Okonkwo was Waypoint 7's medical officer and its first line of defense against infiltration. Her scanning equipment could identify Phantom-class infiltrators. Her records documented every crew member's clean bill of health.

She was found slumped over her own console. Blunt trauma. Made to look like an accident - but the blood spatter was wrong. Someone cleaned up.

Now the scanner sits cold. The records may be compromised. Every clean scan she ever performed is in question. And the one person who could have solved this case is dead on the medical bay floor.

Choose Your Role

Last Stop offers two paths through the same crisis, each revealing different truths about Waypoint 7 and its crew.

The Investigator

You are an SDC intelligence operative, dispatched because something triggered alarm bells at sector command. An intercepted signal. A behavioral anomaly. A tip from someone who noticed something wrong. You arrive just as Dr. Okonkwo's body is discovered - thrown into the case before you've even learned the crew's names.

Your mission: identify and eliminate the Phantom before they reach the Commander. Gather evidence through dialogue and observation. Navigate the crew's relationships, suspicions, and secrets. Build a case strong enough to act - or act on instinct and accept the consequences. You can accuse when you're ready. But accuse wrong, and the game ends with your failure.

The Phantom

You are Unity's surgical precision - a single infiltrator embedded on Waypoint 7 with one objective. Infect Commander Vance. Claim the secrets locked in his Veridian survivor's memory and return them to the collective.

But the Commander is cautious, surrounded by staff and routine, rarely alone. Creating the opportunity - close proximity, no witnesses - is the true challenge. Maintain your cover. Manipulate the crew. Exploit their fears and their trust. And when the moment comes, execute your mission before the Investigator closes in.

Choose your identity from those who could plausibly be hiding something: newer crew members still proving themselves, security officers who transferred in recently, stranded travelers whose backgrounds are hard to verify. Each offers different advantages - and different risks.

Twenty Souls

The crew of Waypoint 7 is bound by professional necessity and divided by personal history. The Chief Engineer and Dock Master served together before - they watch each other's backs without question. The Security Chief and Operations Chief clash over authority. Two maintenance technicians are siblings. The Medical Technician wanted Dr. Okonkwo's job and was passed over - and now their boss is dead.

Every crew member has relationships, tensions, secrets. For the Investigator, these are threads to pull - divisions to exploit, witnesses to pressure, alibis to verify or break. For the Phantom, they are tools of manipulation - friendships to hide behind, grudges to weaponize, trust to abuse.

And in a place where Phantom infiltrators can mimic anyone with near-perfect accuracy, paranoia spreads faster than truth.

No Help Is Coming

Waypoint 7 is alone. No ships are scheduled. Communications reach sector command, but response time is measured in days. Even a distress call wouldn't bring rescue before this resolves one way or another.

The station is self-sufficient by necessity. If something breaks, the crew fixes it themselves. If someone is murdered, the crew investigates. If there's a monster among them, the crew must root it out - or fall to it.

Whatever happens on Waypoint 7 stays on Waypoint 7. There is no cavalry. No reinforcements. No one to trust absolutely.

Just twenty people, one truth, and the question that will determine whether humanity keeps the secrets of Veridian or loses them forever to the hive.

Accomplish Your Mission

The Investigator hunts a face they've never seen, building certainty from fragments and tells, racing against a timeline they cannot see. The Phantom stalks prey who doesn't know they're being hunted, maneuvering through crew and circumstance toward a single moment of irreversible action.

One will succeed. One will fail. The same station, the same crew, the same twenty souls - but the truth looks very different depending on which side you serve.

Someone on Waypoint 7 serves Unity.

Trust no one. Question everything. Accomplish your mission.