A warship you were never meant to wake up on
Moros Protocol drops you aboard The Orpheus, a derelict warship drifting in deep space full of horrors. You start with no memory, a weapon in hand, and a voice you don't recognize telling you to keep moving. The ship rearranges itself around you, the enemies keep coming, and the only way to find out what happened is to push deeper through its blood-soaked corridors.
It looks like a '90s shooter with crunchy pixel textures over low-poly geometry, but it runs on a custom renderer that adds dynamic lighting and proper atmosphere. The result is a place that feels genuinely grim and tense without giving up the fast, chunky gunplay of the classics. If you grew up on DOOM or System Shock, this is the mood you remember.
How a group plays it together
You can play the whole game solo, or bring a friend in for drop-in co-op. The second player joins you in the same campaign, side by side, sharing the fight rather than playing a separate mode. The store description is explicit about this: you experience the full game together, so nothing is locked away for solo players.
Co-op is about covering each other. Enemies never stop coming, and the later encounters include towering nightmares that demand sustained damage and someone watching the flanks. One of you can push forward while the other reloads, and reviving pressure comes from the sheer volume of enemies rather than any dedicated support class. Loadouts stay personal, so a pair that talks through their builds gets further than a pair that doesn't.
What you should know before starting
This is a roguelite, so death sends you back to the beginning. What you keep is knowledge: enemy patterns, boss tells, and a better sense of how the ship lays itself out. Runs mix handcrafted spaces with procedural generation, so the layouts change but the authored moments stay sharp. You will fail runs. That is the design.
Progression comes from the run itself. Weapons and augments you scavenge define how you fight, and you're expected to adapt to what you find rather than forcing one build every time. Boss fights borrow from Souls games, meaning they are slow to learn and demanding to execute. Nothing about it is guaranteed, and the game says so plainly: you may be outnumbered, but you are not outmatched.