• Official screenshot of the game Hazard Levels
  • Official screenshot of the game Hazard Levels
  • Official screenshot of the game Hazard Levels
  • Official screenshot of the game Hazard Levels

Hazard Levels was released in Early Access on 30 April 2026 for PC, introducing players to a cooperative survival experience set within unstable interdimensional rifts. Developed and published by Wales Interactive, the title blends exploration, light horror elements and physics-driven interaction into a structure that encourages both teamwork and improvisation. With console versions planned for PlayStation 5 and Xbox Series X/S at a later date, the Early Access release marks the beginning of an evolving project designed to expand over time.

The game’s premise centres around a secretive organisation known as The Family, operating beneath an unassuming British pub called the Fox Hole Arms. From this unlikely headquarters, recruits are sent into dangerous rifts that connect to unpredictable dimensions. These missions are framed around the collection of rare and unusual materials, but survival is far from guaranteed. Each expedition carries the risk of encountering hostile creatures and environmental hazards that can quickly overwhelm unprepared players.

Hazard Levels is designed to be played either solo or with up to three additional players, with cooperative gameplay forming a core part of the experience. Teams must communicate effectively, especially when navigating unfamiliar terrain or responding to sudden threats. The inclusion of proximity voice chat adds another layer of immersion, as players can only hear each other when they are close together, reinforcing the need to stay coordinated during high-pressure situations.

A defining feature of the game is its use of procedurally generated rift environments. Every expedition presents a different layout, biome and set of challenges, ensuring that no two runs are identical. As players venture deeper into a rift, the conditions become more unstable, introducing new hazards and more dangerous enemies. This escalating difficulty encourages careful decision-making, as players must balance the potential rewards of pushing further against the risk of losing everything they have collected.

Interaction with the environment is heavily influenced by the Gravity Gauntlet, a tool that allows players to manipulate objects in creative ways. Items can be picked up, carried in groups and thrown, enabling both practical and defensive uses. Whether gathering valuable resources or attempting to fend off approaching threats, the Gauntlet provides a flexible system that supports a variety of playstyles without relying on traditional weapons.

The absence of firearms places a greater emphasis on observation and evasion. Creatures encountered within the rifts behave unpredictably, often requiring players to study their patterns and react accordingly rather than confront them directly. This design choice aligns with the game’s focus on tension and survival, as encounters are shaped more by awareness and quick thinking than by combat proficiency.

Between missions, players return to the Fox Hole Arms, which serves as both a social hub and a preparation area. Here, they can customise their appearance, review mission information and experiment with “perk cocktails” created from collected ingredients. These consumables can grant temporary abilities or introduce unexpected effects, adding an element of risk and experimentation to the preparation phase.

Hazard Levels offers a distinctive take on cooperative survival gameplay, combining procedural exploration with physics-based interaction and a grounded yet surreal setting. By placing players in unpredictable environments and encouraging creative problem-solving, it delivers an experience that evolves with each expedition while maintaining a strong sense of identity rooted in its unusual premise.

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