ZERO TRUST GAMES

Systems Over Spectacle

Manage the System, Not the Character

Zero Trust Games builds systems-first strategy and simulation games in one shared sci-fi universe, from Earth's collapse to interstellar civilization. Networks, colonies, logistics and autonomous agents are the game.

The Toryn Saga

Named after the Toryn Gate, humanity's way out of a failing Earth. Humanity repeatedly solves one crisis by creating the conditions for the next. Each game explores a different layer of the same civilization, and each stands on its own.

c. 2040

The Long Collapse

AI models predict that Earth will collapse. Some start preparing to leave; most refuse to believe it. Then climate, resources, supply chains and networks begin failing together, and some wonder whether the forecast made it happen.

c. 2050

The Rise of the Four

Emergency contracts become long-term dependencies. Four corporations grow indispensable, and institutions fight to keep critical services running under escalating attack.

c. 2090s

Beyond the Gate

A passage beyond the solar system is found. Before any ark is sent, small survey crews go through first to scout new worlds for humanity. None of them come back.

c. 2105

The Exodus

Earlier escape programs have failed. A passage beyond the solar system is humanity's last bet, and Stasis-6, the Great Ark, will carry tens of thousands through it. The only question is who and what goes aboard.

2110s–2140s

The Fractured World

For those left behind, the collapse is uneven. Fortified enclaves and corporate arcologies stand between ruins, and trade lanes become lifelines for the populations that remain.

From c. 2110

The New World

Stasis-7, the last and smallest ark, carries a few hundred chosen specialists, their industry and their knowledge to a hostile world, where sealed settlements must learn to survive together.

c. 2180s

The Long Voyage

Long before the Exodus, Stasis-5 left Earth on a voyage meant to last generations. A century later, the people aboard live by the Pact and believe in Arrival, and the ship still transmits to an Earth that no longer answers.

2500s

Expansion

Settlements grow into interstellar civilizations, and the Four into institutions whose influence spans generations.

The Games

We are developing ten games in parallel across the Toryn universe, with new concepts in early design. Release order follows readiness: whichever game proves itself with players first moves toward launch.

Earth and beyond the Gate · c. 2040–2105

Before the Exodus

The collapse, the corporations that rise through it, and the race to decide who leaves.

Hacking Simulation for the AI Era

Toryn: Daemon

Genre: Hacking Simulation · Strategy · Systems Simulation

Status: In Development

Earth, circa 2040. As an independent cyber operator, run illegal cloud infrastructure and orchestrate specialized AI agents to infiltrate layered corporate networks. You win by designing the operation, not by typing fast: map the topology, choose the right models, keep persistence and control Trace. And routine contracts keep exposing the same concealed initiative.

Core Systems

  • AI agent orchestration and playbooks
  • Fog-of-war networks with multi-hop gateway chaining
  • Version-based vulnerabilities, research and patch cycles
  • Trace, DEFCON escalation and adaptive defenses
  • Persistence: preserve access or reclaim resources

Plan the Operation. Get Everyone Out.

Toryn: Blacksite

Genre: Turn-Based Tactical Infiltration

Status: In Development · working title

Earth, around 2050, as corporate conflict turns physical but stays deniable. Command a covert operations cell: study incomplete intelligence, plan insertion and extraction, assign specialists, then infiltrate, complete the objective and get the team out. A perfect operation may end with no shots fired.

Core Systems

  • Mission planning and contingencies
  • Recon drones and layered intelligence
  • Physical and digital security as one system
  • Persistent operatives and real exfiltration

Build the SOC. Run the Operation.

Toryn: Watchfloor

Genre: Security Operations Facility Management Simulation

Status: In Development

Build and expand a Security Operations Center as a living facility. Create specialized rooms, hire and vet employees, train teams, allocate scarce specialists, manage budgets and bottlenecks, and keep the operation working while attacks, fatigue and even rare insider threats test the organization you built.

Core Systems

  • Functional rooms, dependencies and bottlenecks
  • Hiring, vetting, probation and training
  • Staff allocation, shifts, fatigue and retention
  • Alerts, investigations, incidents and automation
  • Rare evidence-driven insider threats

Survey. Survive. Keep Jumping.

Toryn: Wayfinder

Genre: Space Exploration & Survival

Status: Early Concept · working title

Years before the Exodus, a crew of five takes a small survey ship through the Toryn Gate to scout new worlds for humanity, and finds there is no way back. Fly from orbit to the ground without a loading screen, scan and name what you discover, and build small outposts to refuel, restock and repair before jumping into the unknown again.

Core Systems

  • Seamless flight from orbit to ground
  • Orbital and ground surveys: name what you find
  • Small outposts to refuel, restock and repair
  • A crew of five, a buildable ship, no combat
  • Havens left behind for whoever comes next

The Ark Always Launches

Toryn: Manifest

Genre: Turn-Based 4X with Simultaneous Turns

Status: In Development

Earth, around 2105. The Four, the Syndicate, the Collective and the Remnant State compete over Stasis-6, the Great Ark. The ark always launches; every campaign decides who and what goes aboard, and who commands it. Seize installations or hack them, bargain and betray, and get your people aboard before the Gate fails. Several factions can win at once.

Core Systems

  • Simultaneous turns and deterministic combat
  • Physical capture vs. cyber compromise
  • The manifest: claims vs. people actually aboard
  • A failing Gate behind a hidden forecast
  • Several winners, by negotiation

Earth and beyond · 2110s–2500s

After the Exodus

Those left behind rebuild a fractured Earth. Those who left must survive a hostile world, and then the stars.

One Extraordinary Machine in a Broken World

Toryn: Freeport

Genre: Trade and Privateer Sandbox

Status: In Development · working title

Own one persistent hover carrier on a decaying, high-tech Earth. Trade between enclaves, take contracts, salvage, hack and fight through hostile corridors, and shape the carrier into the career you choose.

Core Systems

  • Dynamic trade and faction reputation
  • Flagship upgrades, crew and drones
  • Tactical carrier combat with a cyber layer
  • Endurance, supplies and field repair

Every Line Is a Lifeline

Toryn: Lifeline

Genre: Post-Collapse Transport Tycoon

Status: In Development

Rebuild the rail network of a dying, dust-choked continent. Restore buried lines and old engines, reopen closed farms, mines and factories, and keep cities alive with the trains you run. Decay is your only rival, and you can never save them all.

Core Systems

  • Triage: choose which cities to save
  • Restored engines and buried pre-collapse lines
  • Reopened industries and production chains
  • Dust storms, frozen maps and network decay

The Age of Engineered Survival

Toryn: Stasis

Genre: Planetary Colony & Regional Simulation

Status: In Development

Keep a network of sealed settlements alive on a hostile world. Specialize colonies in power, food, manufacturing or research, then manage the dependencies between them, building toward Stasis City, a megacity no single colony can build alone.

Core Systems

  • Single-colony survival and reconstruction
  • Regional specialization and interdependence
  • Shared resources, services and capacity
  • Cascading failure and resilience

Climb the Ship That Keeps You Alive

Toryn: Pact

Genre: Ship-Systems Survival & Society Management

Status: In Development

Around 2180, aboard Stasis-5, a generation ship launched a century ago. Four or five generations live by the Pact and believe in Arrival. Then your stasis pod opens: you are a relic from Earth, and the ship is failing. Climb from the deep decks to the Core, sector by sector, and at the top find the lie the ship runs on. Break it, or keep it.

Core Systems

  • Five ship networks: power, air, water, heat and data
  • Breaches, fires and crisis triage
  • A sector-by-sector climb to the Core
  • Sleepers to wake, or pods to strip
  • Laws, deck factions and control of the truth

An Empire Is a Network

Toryn: Starborn

Genre: Turn-Based Systems-First 4X

Status: In Development

Design a civilization, explore a procedural galaxy and build logistics networks across enormous distances. A powerful empire can fall without losing every planet: routes severed, hubs isolated, shipyards starved.

Core Systems

  • Deep civilization customization
  • Logistics-defined strategic geography
  • Simultaneous turns and deterministic combat
  • Colonization as a long process

The Four

Four corporations become indispensable by solving real problems. Then their services become authority people depend on, and finally power they struggle to challenge.

Defense & Containment

Helix Dynamics

Helix protects.

Cybersecurity and critical-infrastructure protection, until security becomes control.

AI & Optimization

Aurelion Systems

Aurelion thinks.

Autonomous systems and advanced computing, until optimization decides whose survival counts.

Networks & Infrastructure

Vantrex Industries

Vantrex connects.

Energy, telecommunications and industry, until connectivity becomes dependency.

Intelligence & Secrecy

Obsidian Directive

Obsidian knows.

Intelligence and information security, until protecting information means controlling what people may know.

Studio Vision

We make strategy and simulation games about understanding, shaping, exploiting and defending complex systems. Real cybersecurity and infrastructure concepts become mechanics no one else would invent, and you never need to know the jargon to play.

Trust nothing. Verify everything. Design for survival.

Emergent Systems

Mechanics interact to create situations no one scripted, with real second-order consequences.

Infrastructure as Gameplay

Networks, supply chains, colonies and security architecture decide what you can do.

Indirect Control

Plan, configure, automate and allocate instead of steering an avatar.

Readable Complexity

Deep simulations, but you can always understand why an outcome happened.

Premium games: no loot boxes, no randomized packs, no paid power.