The Midnight Walkers Takes Extraction FPS Vertical — Here’s the Real Story

The Midnight Walkers Takes Extraction FPS Vertical — Here’s the Real Story

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The Midnight Walkers

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Fight, Scavenge, and Extract in The Midnight Walkers, a hardcore FPS game with deadly zombies, dangerous players, and valuable loot. Craft weapons, armor, and…

Genre: Shooter, Role-playing (RPG), SimulatorRelease: 12/31/2026

Why This Announcement Actually Matters

The Midnight Walkers caught my eye because it’s trying something extraction shooters usually avoid: trapping everyone inside one mega-building and forcing the action upward with poison gas. Oneway Ticket Studio (an indie team out of Pangyo, South Korea) is launching on PC via Steam Early Access on November 21, 2025, with a free demo during Steam Next Fest from October 13-20. It’s a hardcore PvPvE setup-solos or trios, zombies plus rival players-set entirely in the Liberty Grand Center, a multi-floor mall/office labyrinth where elevators and stairwells become life-or-death funnels. That’s a fresh angle in a genre that desperately needs new ideas.

Key Takeaways

  • Vertical pressure is the hook: poison gas pushes squads to higher floors, compressing fights as the match goes on.
  • It’s PvPvE by design: zombies aren’t window dressing-getting surrounded is punishing, and other players are an ever-present threat.
  • Solo vs. trio balance is the make-or-break question; choke points (elevators, stairs) can tilt the meta fast.
  • Early Access runs into 2026—expect wipes, balance churn, and the need for rapid anti-cheat response.

Breaking Down the Announcement

On paper, this is a PvPvE extraction FPS with four playable classes, melee and ranged weapons, and a loot-and-extract loop. The twist is the Liberty Grand Center—think Dead Rising’s mall energy meets Hunt: Showdown’s tension, but stacked vertically. The poison gas mechanic shrinks the safe zone from the ground up, herding everyone toward upper floors. That’s battle royale DNA, sure, but in a tight interior space it could create the kind of brutal mid-match scrums extraction fans live for.

The devs are promising that even weak zombies matter, which is crucial. Tarkov and its imitators often treat PvE as noise; if The Midnight Walkers’ hordes actually punish greed, they become meaningful third-party pressure. The flip side is frustration—nobody wants a run ended by rubber-banding AI or infinite spawns in a stairwell. Pathfinding, stamina tuning, and noise aggro will decide if the zombies are a clever tax or just a speed bump.

Screenshot from The Midnight Walkers
Screenshot from The Midnight Walkers

The team also mentions four classes, but details are light. If they’re hard roles (support, breacher, scout, etc.), expect a meta that favors trios. If they’re soft perks, solos might keep pace. Either way, the map’s inherent choke points are a camp magnet. Elevators are kill boxes; stairs are fatal if zombies backfill your retreat. The game needs multiple viable routes and audio that telegraphs ambushes without turning every ascent into a coin flip.

Industry Context: A Genre in Flux

Extraction shooters are booming and volatile. Tarkov defined the economy-first loop, Hunt: Showdown nailed PvPvE mind games, Dark and Darker leaned into class synergy and dungeon claustrophobia, and The Cycle: Frontier showed how quickly a promising live game can stall. For a newcomer, identity is everything. The Midnight Walkers’ identity is clear: an indoor, vertical siege where environmental pressure is as dangerous as enemy squads. That’s good. The challenge will be progression and long-term stakes—why risk another run after losing a kit? Without a meaningful economy, crafting, or reputation system, the loop can feel shallow fast.

There’s also the netcode and anti-cheat reality. The studio lists AntiCheatExpert and Epic Online Services. Great to see something in place, but the extraction community is ruthless about desync and cheaters. Early Access will only work if the team responds quickly to reports, publishes ban waves, and communicates transparently. This is especially vital for solos, who feel cheaters and desync hardest because they lack revive safety nets.

The Gamer’s Perspective: What I’m Watching Closely

  • Gunfeel and TTK: If time-to-kill is ultra low in cramped hallways, third-partying becomes unbearable. A slightly forgiving TTK could make mid-fight repositioning viable.
  • AI Behavior: Do zombies flank and swarm, or conga-line into headshots? Can they climb or spill from vents to disrupt campers?
  • Route Diversity: Are there enough stairwells, skylights, and maintenance corridors to break camps? One or two “best” routes will kill the meta.
  • Solo Viability: Separate matchmaking or MMR that doesn’t feed solos to full stacks. Otherwise, expect a short solo lifespan.
  • Economy and Extracts: Multiple extract options, risk-weighted loot zones, and meaningful insurance/crafting keep the loop sticky.
  • Performance: Indoor maps can hide sins, but volumetric gas, hordes, and reflective surfaces tax mid-range GPUs. Stability matters more than pretty.

What to Test in the Steam Next Fest Demo (Oct 13-20, 2025)

  • Audio Occlusion: Can you accurately place footsteps between floors? If not, vertical play devolves into guesswork.
  • Desync Checks: Shoulder-peek a doorway and trade shots—do you die behind cover? That’s your live service red flag.
  • AI Pressure: Pop a few zombies and wait—does the horde scale or fizzle? How fast does noise pull threats through walls?
  • Elevator Etiquette: Do doors open with invincibility frames? Is there an alternative escape (maintenance ladders) to break stalemates?
  • Solo Runs: Attempt an extract solo with mid-tier gear. If it feels impossible, the class and map balance need work.
  • Progression Feel: Even in a demo, small milestones (task boards, vendor unlocks) hint at long-term stickiness.

Looking Ahead

Oneway Ticket Studio says Early Access will run into mid-2026, which is sensible for a systems-heavy shooter. The ask from players is simple: frequent patches, visible balance notes, and no stealth changes. Price and monetization weren’t detailed; whatever the model ends up being, steer clear of pay-to-win optics (ammo types, armor tiers) and keep cosmetics readable in dark interiors. If the team nails AI density, fair extracts, and solo-trio parity, The Midnight Walkers could carve its own lane rather than live in Tarkov’s shadow.

TL;DR

The Midnight Walkers brings a smart twist to extraction FPS: vertical, indoor pressure with zombies and rival squads crushing into tighter spaces as poison gas rises. It launches on Steam Early Access November 21, 2025, with a free Next Fest demo October 13-20—use that window to stress-test gunfeel, AI, and solo viability. If Oneway Ticket Studio lands the balance and performance, this could be the claustrophobic PvPvE shake-up the genre needs.

G
GAIA
Published 12/18/2025Updated 1/2/2026
6 min read
Gaming
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