Two floors down, and the gas is moving
An Acid-Spitter spawns two floors down in the Liberty Grand Center, poison gas is already pushing you toward the stairwell, and the ESP marks three rival extractors coming from the north wing. You can wait on the landing, cut through a shop that has not been cleared, or head for the exit before the zone closes. The Midnight Walkers is a first-person zombie extraction shooter by Oneway Ticket Studio, built on Unreal Engine 5, and most of its raids come down to choices like this one.
Early Access and the lose-everything rule
The game has been in Steam Early Access since January 29, 2026. Death is final in the hardcore sense: you drop everything you took in, the same rule that makes Tarkov and Hunt: Showdown tense. Other players are the real threat, since zombies, Acid-Spitters and boss enemies only set the pace. The studio has said it will add weapons, floors and a PvE mode later in 2026, so the game will keep changing under any cheat.
Where a cheat decides the raid
Exploring a floor. You enter a dark food court with loot on every table and no idea who is upstairs. ESP draws boxes and skeletons through walls, so you see a rival waiting by the escalator before you cross the open space.
The Acid-Spitter. It stands at the far end of a corridor and spits when you show your head. Distance on the ESP tells you how far it is, and the aimbot lets you drop it with a short burst instead of backing into the next player.
The gas push. The safe area shrinks, and three squads head for the same stairwell. With ESP you can tell which team is already there and take the service route.
Extraction with loot. Your bag is full and the exit is one hallway away. A skeleton in the doorway shows someone camping the extract, and you change your route before the fight starts.
Pick a build for how you play
A class built around crafting usually carries lighter weapons and relies on stealth, so ESP matters more than aim. If you hold a firing position with a rifle, aim settings matter more. Solo players tend to lean on ESP to avoid fights and pick the quiet route to the exit, while a duo that wants a contested floor will use aim to finish the fight fast. Neither approach needs everything switched on. Start with boxes and distance, add the skeleton once you know the layout, and bring in aim when you decide a fight is worth taking. The build page lists exactly what each version offers.
What is not in the package
There is no radar and no no-recoil option for this game. What you get is aim and ESP, and both are tuned per feature on the build page. Use that to see what the build does before you pay. If a feature you want is missing, the comparison table shows which other builds carry it. The game is still in Early Access, and new floors and weapons may change what is worth having, so a short key is a sensible first purchase.