
GAME PROFILE
DeadgateDeadgate
DEADGATE is a first-person extraction shooter for up to 32 players, set on a quarantined island overrun by the dead. You go in with a contract and the gear you chose to risk. Finish the job, take what you can carry and reach your exit before midnight. If you die, everything you brought stays on the island. The free clo…
DEADGATE is a first-person extraction shooter for up to 32 players, set on a quarantined island overrun by the dead. You go in with a contract and the gear you chose to risk. Finish the job, take what you can carry and reach your exit before midnight. If you die, everything you brought stays on the island.
The free closed alpha starts on October 30, 2026 and runs for about four months. It is multiplayer from the first day. Sign-ups are open on our website; you will find it in the links on this page.
Five skies, one island
Weather is rolled at the start of every raid: clear, scattered clouds, haze, overcast or rain. The same forest road is a different place each time. Fog and rain cut how far you can see, and a squad you would spot from two hundred metres on a clear day can be on top of you before you make out their shapes.
No contract, no exit
Every raid starts with a contract: download data from two terminals, carry a fuse to a power panel, collect a sample, scout three observation points, deliver a supply bag or switch on two radio relays. Your quarantine gate stays locked until the job is done. Contracts change every raid. On a chained contract, the next search area appears on your map only after you finish the current step. Rush contracts pay 50% more credits if you finish before 16:00. In a squad, the whole team works the same contract, and any member can complete a step.
Contract complete: your quarantine gate opens. Extract with your loot, XP and credits.
16:40: the metro stations open as emergency exits. You keep your loot but earn no XP.
Midnight: the island closes. Anyone still inside loses everything they carry.
23:59
One minute before the gate closes, a squad is still waiting in the rain at the quarantine gate, and someone on the tower above is watching them through a scope. The gate does not wait for anyone. At midnight the shutter comes down.
The dead hear you
Hundreds of zombies roam the island, and they are placed differently every match. They see you, hear your footsteps and come for the sound of gunfire. Some shuffle, some run. A well-placed shot can take off a limb or drop one where it stands, but every shot also tells everyone nearby where you are.
Your squad
Play solo or in a squad of up to four with your Steam friends. Teammates are marked above their heads and on your compass, so you can tell them apart from strangers in the fog. Proximity voice carries about 40 metres and anyone close enough can hear it; the squad radio reaches across the island. Friendly fire is on: a stray round hurts your teammate, so mind your lines when the swarm comes through the trees.
Other squads want out too
Every other team is working its own contract, and sooner or later your routes cross. Firefights are loud, and the dead come to the noise. Their names are never shown to you; a figure moving between the cars is a question until it raises a weapon.
Pack for the risk
Pistols, revolvers, shotguns, an SMG, assault and battle rifles, a crossbow and a scoped hunting rifle, plus knives, bats and fire axes.
Light, medium and heavy armor, helmets, backpacks and a chest rig.
Everything you carry counts toward a 30 kg limit. The heavier your load, the slower you move and the sooner you run out of breath.
Search homes, shops, the hospital, military sites and abandoned car trunks for food, water, medicine, ammo and valuables. Some of the best gear can't be bought; you have to find it.
Wounds need treatment
Six body regions can be injured or badly injured. Bleeding drains a separate blood reserve, and hunger and thirst wear you down. Treating a wound takes a few seconds, lowers your weapon and slows you down; if you are hit, the treatment stops and nothing is used up. The HUD shows a compass, the time and your ammo. Your health and gear live in the inventory.
The island
The island is about 1.5 km across, with nearly 2 km² of land and roughly 6 km of coastline, half cliffs and half beaches. It is split into 25 named areas: a valley city, a high-rise district with two towers you can climb, villages, farms and greenhouses, an industrial zone, a quarry, a military camp, a state hospital, a cemetery, a stadium, a shantytown, a landfill, a solar plant and a wind farm. A river runs through the middle of the island into a lake and on to the sea. Four quarantine gates and three metro stations are the only ways out.
Between the settlements the island is late-autumn forest: pine and spruce still green, oaks and birches bare, dry fern and bracken along the roads. It hides you as well as it hides everything else.
This is the map you carry in a raid. It shows your contract areas and the exits, never your position: you find your way by landmarks and the compass.
Day into night
Every raid runs from 10:00 to midnight on the island clock, about 42 minutes. The sun goes down while you work. There is no electricity left on the island: after dark the streets are lit by the moon and stars only, and there is no flashlight in your kit. The last hours are played in the dark, with the dead closing in on every sound.
Climb the ranks
Extracting earns rank points and dying costs them. Climb seven tiers in ranked seasons. Your stash, credits and career carry over between raids: spend credits in the shop, sell what you don't need and decide what to risk on the next run.
Closed alpha
Alpha builds change often and things will break. You can report a bug from the main menu or the pause menu while playing; the report reaches us with your screenshot and log, and you can see our answer in the game.
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