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The Divided

Co-op extraction action-RPG for 1–4 players. Take missions from the hideout, drop into hostile zones, and fight or sneak past the infected. Loot what you can carry and extract — or die and leave it all behind. Melee is the smart play. Guns invite the horde. Craft, trade, gear up. Bring friends.

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About the Game

The world fell apart. Some survived. Some didn't. Some got back up.


The Divided is a co-op extraction action-RPG for 1–4 players, set in the slow, dangerous aftermath of a collapse no one fully understands. Deploy from your fortified hideout into hostile territory, push toward the objective, loot what the dead left behind — and make it back alive. Sometimes you don't.

Combat with weight. Melee is the path of the prepared: light and heavy attacks that chain into combos, stamina worth respecting, dodge i-frames, lock-on, and hit-stop that makes every clean impact land. Guns end fights faster — but every shot pushes a wave of noise into the world, and everything out there is listening. There's no heat meter. Only consequences.

Risk what you carry. Everything in your backpack is lost when you die. Your loadout survives; your haul doesn't. Extract with it, stash it, craft with it — or leave it in the mud with your corpse for someone braver.

A world with moods. Sun-shafted forests, choking dust storms, blood-red contamination zones, cold blue nights. The infected are everywhere. The Containment patrols are worse — they shoot back.

Built for a team. Revives instead of instant death. Shared loot. Drivable cars and buggies for the long stretches between contacts. Noise travels through the world the same way for everyone — your trigger discipline is your squad's problem too. Solo is possible. Co-op is how it's meant to be played.

Key features


  • Extraction co-op for 1–4 players — drop in, complete missions, fight or sneak, loot, extract; die and lose what you carried
  • Weighty, deliberate melee — combos, stamina, dodge i-frames, lock-on, hit-stop on every clean impact
  • Guns that attract exactly the attention they deserve — noise is simulated, not abstracted
  • Enemies worth fearing — hordes of infected, mutants, and armed Containment patrols
  • Hideout meta-loop — stash your haul, craft ammo and permanent upgrades at the workbench, trade with Dirty Harry, take missions
  • Progression that sticks — level up, allocate stats, unlock perks; your loadout survives death even when your backpack doesn't
  • Vehicles for the long haul — cars and buggies, driven badly, together
  • A world of moods — dynamic zones from golden mornings to red-fog contamination areas