UNQUALIFIED
RESCUE
Unqualified Rescue fortress concept: a battered orange-and-ivory rescue base, absurd vehicles and distant enormous creatures
CO-OP RESCUE. CORPORATE NEGLIGENCE.

UNQUALIFIED
RESCUE

Save the day.
Try not to expense the planet.

A cooperative rescue-and-salvage game in development.
Absurd contracts. Useful equipment. Questionable qualifications.

1–12 PLAYERS / PLANNED CO-OPFORTRESS CONCEPT ART · NOT GAMEPLAYSCROLL TO CLOCK IN +
WELCOME TO THE COMPANY

THE JOB IS SIMPLE.
THE CREW IS YOU.

Someone is stranded. The cargo is awkward. Your transport may be a giant hot dog.

Clock in with your crew, improvise a rescue and get everyone home. We’re building a world where the most ridiculous piece of equipment still has a very good reason to exist.

Look inside the design collection +
RESCUE TOGETHER+HAUL THE IMPOSSIBLE+MAKE IT HOME
Five illustrated rescue contract concepts, including stranded guests and an awkward mascot rescueRESCUE CONTRACT STUDIES / CONCEPT ART
01 / THE WRONG PEOPLE FOR THE RIGHT JOB

SOMEONE HAS TO
SAVE THESE PEOPLE.

A rescue should become a story you tell afterward. Stranded survivors, absurd assignments and cargo that absolutely should have been measured first.

02 / PROCUREMENT HAS QUESTIONS

RIDICULOUS.
FOR A REASON.

A gumball cannon is funny. A gumball cannon with a useful job is Unqualified Rescue. Serious kit and terrible ideas share one rule: every purchase should earn its place.

A MESSAGE FROM SENIOR MANAGEMENT

MEET THE
CHAIRMAN.

Chairman Meow. Official mascot.
Qualifications: cat.

OFFICIAL
MASCOT
ONE COMPANY / DIFFERENT KINDS OF TROUBLE

CHOOSE YOUR
BAD DAY.

These are planned play directions. The common thread is useful preparation, awkward objectives and a crew with a reason to work together.

01

The rescue & salvage run

Pick a contract, choose the gear and head out. Bring survivors and valuable cargo home, build and revisit regional outposts, then prepare for the next operation.

Finite campaign lengths or escalating Until We Die quotas are planned.
02

Convoy

Keep a multi-vehicle operation moving while delivering cargo and VIPs. Vehicle choice, recovery equipment and the crew’s division of labor should matter.

Dedicated convoy direction, with solo support planned.
03

Last Stand

Prepare the position, weather an intense siege and make the extraction. The optional enormous-enemy kill is a bonus objective, not the only way to finish.

Preparation, defense and escape form the intended arc.
A SHIFT, AS WE’RE IMAGINING IT

THE PIANO IS SECURED.
THE PIANIST HAS STARTED.

A closer look at one planned courier contract: The Recital Must Go On. Deliver a valuable piano and its living pianist. He intends to perform through the entire transport leg.

  1. Pack a solution, not a price tag.

    A suitable basic flatbed, supplied ramp, wheel chocks and straps are enough. A winch or crane can make recovery easier; neither is a mandatory purchase.

  2. Make the awkward thing fit.

    Secure the piano’s rolling base while leaving the pianist’s seat and exit usable. With a crew, split driving, load checks and road cover. The proposed solo approach lets an NPC drive.

  3. Choose the road you can live with.

    Take the longer smooth route or risk a rough shortcut. Potholes, suspension movement and warning grunts should make the risk readable. The optional bonus rewards an uninterrupted recital.

  4. Recover the day when it goes wrong.

    A missed note does not fail the delivery. If the vehicle is wrecked, recover both pianist and piano and physically reload into suitable replacement transport. Delivering them still earns a worthwhile base payment.

ANOTHER SHIFT

The mascot never breaks character.

Get a mascot and two park workers to evacuation. An enormous decorative mascot head is optional cargo. Choose the pedestrian route or spend time opening vehicle access.

ANOTHER TERRIBLE INVOICE

The donut wants to roll.

Carry a giant ceramic donut upright for a narrower footprint, or flat for stability. Chock and anchor before recovering it on a slope. The ceremonial entrance is an optional extra challenge.

YOUR PREPARATION, YOUR CALL

Travel light. Or build for trouble.

The broader direction supports quick, lightly equipped expeditions and heavily prepared defenses. Different modes and settings are intended to change the pressure without making expensive gear the only useful choice.

Explore the equipment +

A source-based design walkthrough, not a report of implemented gameplay. Controls, physics, NPC support, payouts and encounter tuning still need development and testing.

THE PROJECT / AN EARLY LOOK

BIG IDEAS.
HONEST PROGRESS.

This is the beginning of Unqualified Rescue. Here’s what you can explore today, and what still needs to become a game.

ON THE DRAWING BOARD

A world worth rescuing.

Concept art, expanded equipment briefs, characters, environments and contract ideas are ready to explore.

Explore the design +
STILL TO PROVE

The actual play.

Gameplay implementation, production assets, multiplayer, balance and testing remain development work. The catalog is exploration, not a promise that every idea will ship.

FOLLOW THE POSSIBILITY

Here early?

Take a look around. This page is the first window into the project for prospective players and early backers. Release timing and backing details have not been announced.

A few useful answers +
BEFORE YOU CLOCK IN

GOOD QUESTIONS.
ACTUAL ANSWERS.

Can I play it yet?

There is no playable download offered here. This site shows the game’s current concept and design work.

Is this gameplay footage?

No. The images are concept art and visual studies. They communicate a direction, not finished in-game assets.

How many people can play?

The planned direction is cooperative rescue and salvage for 1–12 players. Multiplayer implementation and testing still need proving.

Can I back the project?

Backing details have not been announced. There is no payment or pledge collection on this site.

Will everything in the collection be in the game?

The collection includes current picks, alternatives and proposals. It is a transparent look at the design process, not a final production commitment.

GO DEEPER / THE OPEN DRAWING BOARD

EVERY DEPARTMENT.
EVERY QUESTIONABLE IDEA.

Explore the concepts behind the chaos. Original art, useful roles and honest work-in-progress notes.

Explore the collections +
THE WHOLE STOCKROOM

A little of everything.

THE COLLECTION / EXPLORE

Inventory

Select a card for the full brief.

Current picks are proposals, not final approvals. Open any card for the job, payoff, tradeoff and original art board.

What’s included, and what still needs proving

Every idea needs a useful role, a worthwhile payoff and an understandable tradeoff. All gameplay, prices, collision, animation and game-ready 3D still need implementation and testing. A liked visual direction is not a balance sign-off.

Established identities and unlock gates remain unchanged. Current means editorial selection. Text-only ideas are included on purpose. Rejected ideas are omitted from this site, while historical source backups remain intact.

REQUISITION FILE
ART BOARD

Open full-size image +