SurgePoint is a roguelike shooter that drops you into a corporate death game with no escape and no victory, only the challenge of lasting longer than your previous attempt. You play as a prisoner of SurgePoint Industries, a megacorp that feeds inmates into combat simulations to stress test experimental weapon technology. Every run begins the same way, thrown into an arena to fight waves of combat bots until you inevitably die. Then you do it again.

There are no pre-made weapons here. Instead you scavenge parts, barrels, bodies, magazines, grips and sights scattered across procedurally assembled arenas. Snap them together mid-run to create something deadly. A splitting barrel paired with a shotgun body and explosive magazine sprays volatile projectiles across the room. Load bouncy ammo into a ripper body and tight corridors become a ricocheting bullet hell where rounds fly off every wall until nothing remains standing. The battlefield shifts constantly and survival demands you swap components on the fly, adapting your loadout to whatever the simulation throws at you.

Combat rewards creativity over raw firepower. Your guns kick hard and mastering that recoil becomes essential to staying alive. High-recoil builds hit like trucks but send you flying backwards, useful for dodging incoming fire or launching yourself skyward. Low-recoil builds keep you grounded but won't save you when a swarm closes in. Movement matters as much as marksmanship, running, jumping and strafing through arenas while repositioning mid-fight. Holocubes let you deploy temporary platforms, blocking choke points to buy time, reflecting bouncy rounds into enemies behind cover or climbing to rooftops the bots can't reach.

Drawing inspiration from Risk of Rain and Quake, SurgePoint blends the momentum of classic shooters with roguelike unpredictability. The simulation doesn't fight fair. Neither should you.