ALWAYS SOMETHING TO KILL
The world ended not with fire, but with monsters that rewrote themselves. Hounds with ribcages for jaws. Crawlers that learned how you killed them, then adapted by the next strike. Humanity’s only hope became the Hunters—crews bound by law, trained to enter outbreak zones, and tasked to return alive.
Into this world stepped Ghost—a betrayed survivor, abandoned by his own co-workers during a hospital outbreak. Marked for recruitment, he entered the Hunters as nothing more than a quiet rookie… until he revealed his secret.
Ghost’s power is unlike any other: unlimited ammo, limitless stamina, and reflexes sharpened beyond human reach. Any gun he touches never runs dry, and from nothing he can manifest his own pistol—an impossible weapon bound only to him. With every level gained, his shots strike faster, sharper, and deadlier. With each “Final Blow,” he erases monsters that should not be killable.
But no one knows the truth. To his crew—Vale, the iron commander; Ira, the blood-hungry blade; Kael, the calculating tactician—he is just a rookie with terrifying aim. To the Outpost, he is rumor: The Gun That Wasn’t. And to Internal Affairs, he is a liability that should not exist.
Across twelve episodes, Ghost fought through betrayal, distrust, and swarms of Type K horrors. He leveled from nothing to Nodebreaker, killing a Central Architect that could rewrite biology in real-time. But in doing so, he exposed himself—to his crew, to IA, and worst of all, to the monsters themselves.
The Mother Node has noticed him. It whispers to him in the dark: Child. Hunter. Ours.
Now Ghost is drafted into Blackline, the Outpost’s secret kill-squad that doesn’t exist. His leash is political. His enemies are not only the monsters beneath the city, but rival Hunters like Fang-3, who would rather see him dead than uncontrolled.
And the war is only beginning.