One rescue can change several later outcomes
Save one person and you may gain a recruit, create an enemy, close another path, and return home to a base that remembers the choice.
Ministry archive // incident records
The files below trace what survived the incident and followed the subject home.
Save one person and you may gain a recruit, create an enemy, close another path, and return home to a base that remembers the choice.
A shot leaves a physical history that affects treatment and the subject's ability to continue.
A companion is not a floating bonus and an enemy is not a separate species of actor. Both are built to move, fight, and react within the same tactical world.
Conversation choices can persist beyond the scene and reappear later through people, quests, factions, or home.
The equipment you carry can preserve the consequences of use and neglect, making preparation part of the story rather than a pause between fights.
Ranged and close contact belong to the same embodied fight, so crossing a few final feet can change the danger without changing the world's rules.
Surviving a wave can become a saved resource, and that resource can become a lasting upgrade instead of disappearing when the run ends.
Progression can change the level or purpose of a recognizable physical place, so the base carries evidence of what you chose to build.
Project Impurity is still in development. Features, balance, presentation, and scope will continue to evolve as the world takes shape.