Dead by Extraction
Role Playing · PIXEL RABBIT LIMITED
Dead by Extraction screenshots
If you like the idea of a run-based game that asks you to grab what you can and get out before the clock runs down, Dead by Extraction is built around exactly that tension. You play a Scavenger picking through dead buildings, filling your pockets with relic scrap, and hunting the exit before midnight. Fail, and the ruins keep both you and your haul.
That permanent loss is the hook. The developer frames the whole thing as search, fight, escape, and the loop is deliberately compact: enter a zone, loot, deal with whatever is haunting the halls, and leave. Sessions are pitched as bite-sized and casual, which suggests runs you can finish in one sitting rather than a long campaign.
It is free to download, carries ads and offers in-app purchases, and sits in the Role Playing category with an Everyone 10+ rating. At the time of writing it has passed 500,000 installs and holds a 3.9 average across 16,046 ratings. The game released on February 25, 2026, with the most recent update on August 31, 2026.
A sketchbook haunted house rather than a shooter
The presentation is the first thing that separates this from a crowded field of extraction games. Instead of military hardware and realistic maps, the world is drawn in a gothic hand-drawn style the developer describes as inspired by classic lite-horror sketches. Crumbling brick, dust and shadow do the atmospheric work, and the ruins are treated as something alive rather than a backdrop.
The fiction matches that mood. You are not a soldier but a Scavenger rummaging through the remains of schools, hospitals and houses, and the things you fight are ghosts rather than armed opponents. Your answer to them is a set of exorcist tools, which reframes combat as ritual cleansing instead of gunplay.
That combination gives the game a distinct identity. The stakes are personal and slightly melancholy, and the enemies are residents of the places you are robbing. If you have bounced off extraction games because the settings all blur together, the art direction here is the strongest argument for a look.
The run: loot, fight, get out before midnight
Each descent follows the same three beats. The timer is not decoration: missing the exit means the ruins claim you and everything you gathered, permanently.
That rule changes how you play. Greed is punished, and every extra room you search is time you cannot spend elsewhere. The developer compresses the search-fight-extract cycle into short sessions, so the pressure is concentrated rather than stretched across a long map.
Combat sits between looting and leaving. You use ancient exorcist tools to push back the ghouls that haunt the halls, which means fights are something you manage while moving rather than a separate mode. The result is a loop where the decision to engage or slip past is tied directly to how much time you have left.
Roguelike builds: three choices at a time
Between fights, the game behaves like a roguelike. Defeated ghosts grant what the developer calls flickering memories of power, and you choose between three twisted power-ups in the middle of battle to evolve your survival. No two descents are meant to play the same.
Those choices push you toward a build. The choice splits between blinding light, serrated steel and protective charms, so you are effectively picking an offensive, defensive or utility path and stacking it. Because the offers come three at a time and mid-fight, you are making them under pressure rather than in a calm menu.
The depth comes from how those picks combine. Hundreds of weapon and perk combinations are promised, and with dozens of heroes to unlock, there is a lot of room to find a setup that fits how you like to play. For players who enjoy theorycrafting between runs, this is the part that will keep them coming back.
Tools, perks and the long collection
Your loadout is built from Talismanic Tools, and there are more than 50 to collect. Every weapon has its own perk tree, from rusted ritual blades to spectral lanterns. That means a tool is not a single stat stick but something you develop over time.
The perk trees give the collection a second layer. Rather than simply swapping gear, you are investing in the tools you like and shaping what they do. Combined with the in-run power-ups, this creates two kinds of progression: the build you assemble during a descent and the arsenal you build across many of them.
With dozens of heroes and hundreds of combinations, the developer is clearly aiming for a long tail. The trade-off is that a collection this size takes time to explore, and the perk trees add decisions before you even enter a zone. Players who like tinkering will get more from it than those who want to pick a weapon and go.
The Broken, the camp and what you bring home
Surviving a run is only half the point. Survivors called The Broken are held captive by the haunts in the ruins, waiting for rescue. Rescuing them opens up specialized shops and powerful services at camp.
The camp is your base of operations. You use extracted loot to fortify it and prepare for the next night, which gives the scrap you carry out a purpose beyond a score. It also means a failed run costs you twice: the gear you were carrying and the materials you would have spent on the camp.
This is the part that turns a series of runs into a longer project. Rescuing survivors expands what the camp can offer, and fortifying it is framed as preparation rather than decoration. If you like base building alongside your runs, the camp gives the loop a second gear.
Eight environments and a sketched world to explore
The game leans into urban exploration as a theme. There are more than eight distinct environments to move through, including the Hollow High School and the Echoing Offices, each drawn in the same hand-sketched style. Familiar places turned hostile do a lot of the atmospheric work.
Variety in setting matters more here than in a typical action game, because the zones are where you loot and where the clock runs. Different layouts and different rooms to search keep the search phase from becoming routine, and the art style makes each location recognizable at a glance.
The art is pitched as a feature too: a lovely, eerie world drawn from lite-horror sketches. That is a matter of taste, but the commitment to a single visual identity is consistent across the environments rather than applied as a filter.
Who this loop is built for
This is a game for players who like short, high-stakes runs with something to lose. The combination of a midnight deadline, permanent loss on failure and a camp that grows between attempts rewards people who plan a route and know when to leave rather than those who want to clear every room.
It should also appeal to anyone drawn to roguelike build crafting. Choosing between three power-ups mid-fight, stacking light, steel or charms, and developing perk trees across more than 50 tools gives that audience plenty to work with. The sketched gothic setting is a bonus if you like horror that suggests rather than shouts.
A run is a short commitment, but the penalty for failure is real. Players who dislike losing progress will feel that sharply, and the ads and in-app purchases are part of the deal.
A tense, sketch-drawn loop worth a run
Dead by Extraction takes a familiar extraction formula and gives it a gothic, hand-drawn identity, then ties it to a midnight deadline that makes every room a gamble. The camp, the survivors and the perk trees give the runs somewhere to lead, and the three-way power-up choices keep each descent from feeling identical.
It is best suited to players who enjoy roguelike builds and short, risky sessions where failure costs something. If you want a game that lets you wander without consequence, the permanent loss on a missed extraction will frustrate more than it thrills. If that tension is the appeal, the loop here is built around it.
The game is free to download with ads and in-app purchases, so trying a few runs costs nothing but time. The most recent update addressed payment issues, which is a small sign of upkeep. With 500,000-plus installs and a 3.9 average, it is a reasonable bet for anyone who likes the sound of looting a haunted school and sprinting for the exit.
The short verdict
A gothic roguelike built on risky, short runs and permanent loss, best for players who enjoy build crafting and a hard deadline.
What's new in version 1.1.0
Update: fixed payment issues
App specs
- Version1.1.0
- UpdatedAugust 31, 2026
- Downloads500K+
- RequiresAndroid 7.0+
- PriceFree
- Age ratingEveryone 10+
Dead by Extraction: frequently asked questions
What happens if I do not reach the extraction point in time?
Failing to reach the exit before midnight means the ruins claim you and everything you collected, permanently. That makes the timer the central pressure of every run, and it means a late push for one more room can cost you the whole haul. Planning an exit route early is part of how the game is meant to be played.
How does the roguelike progression work during a run?
Defeating ghosts grants power-ups, and you pick between three of them in the middle of a fight. The choice splits between blinding light, serrated steel and protective charms, so each pick nudges you toward a particular build. Because the options come three at a time and mid-combat, you are deciding quickly rather than planning in a menu.
What is the camp for?
The camp is your base, and you build it up using the loot you successfully extract. Rescuing survivors called The Broken and bringing them back unlocks specialized shops and powerful services, while fortifying the camp prepares you for the next night. It gives the scrap you carry out a use beyond a single run.
Does the game cost anything?
Dead by Extraction is free to download, and it carries ads and offers in-app purchases. Payment issues were fixed in the most recent update. Anyone deciding whether to spend should weigh the purchases alongside the free download.
How many environments and tools are there?
There are over 50 Talismanic Tools to collect, ranging from rusted ritual blades to spectral lanterns, and each one has its own perk tree.
Pros
- Distinct gothic hand-drawn art style
- Short runs with a clear midnight deadline
- Over 50 tools with individual perk trees
- Camp building gives loot a lasting purpose
- More than eight explorable environments
Cons
- Losing a run costs all gathered loot
- Free version includes ads
- Offers in-app purchases
- Large collection takes time to explore
Download Dead by Extraction
by PIXEL RABBIT LIMITED
Free · In-app purchases · Contains ads · Official store listings