
Highroad, 1886. Noon light through dusty windows, the smell of whiskey and gun oil, and a saloon full of people who all want something — none of it what you'd expect.
Walk into the Raincatcher Saloon and take your seat among strangers. The bartender's got a shotgun under the counter. The waitress hides a revolver in her bra. The sheriff wears his plain as day. The town drunk is eyeing the storeroom lock like it owes him money, and the gambler at the corner table is one bad hand away from a game of Russian Roulette nobody agreed to play.
Everyone has a reason for being here. Nobody's saying what it is.
For now, it's peace — cards, drinks, small talk, the ordinary hum of a bar at midday. But peace in the Raincatcher is a held breath. One hand moves wrong, one secret slips loose, and the whole room goes from quiet to gunfire in a heartbeat.
Play it careful as a farmer just looking to unwind, or come in with an angle of your own — a thief after a gold watch, a rival looking to burn the place down, or something far worse wearing a friendly face. Three difficulty tiers of hidden agendas mean no two trips to the saloon play the same.
Stay for a drink. Or start something you can't finish.
Will you make it out of the door?






