Earth after the Exodus. The arks are gone, but the automation left behind still runs: factories, vaults and security systems nobody can log into, some still worth saving, many hostile. Play a modern specialist, fight through these facilities alone or with up to three friends, recover their technology and build a loadout that changes how you play.
Screenshots are on the way. Follow development on Discord to see them first.
Features
Specialists, not wizards
Classes come from the saga's specialist doctrines. The Breaker forces an opening with shields and explosives; the Slicer turns the facility's own machines against it. More specialists join them.
Every class has at least two ways to fight alone, and support and defense branches that shine in a group.
The facility fights too
A room's power, access and security can change a fight. Overload a power bus to drop the enemy's shields, and lose your own equipment nearby; turn a turret for a few seconds; open a maintenance route around a defended corridor.
Everyone can use the basic interactions. Specialist skills make them stronger, and none of them stops the fight for a minigame.
Loot that rewrites a build
Weapons set how you attack, armor how you move and survive, and recovered prototypes change how an ability behaves: overloaded enemies that spread disruption, drones that trade durability for chain attacks.
Salvage what you do not need, refit and reroll what you do, and respec freely enough to experiment.
Not every machine is the enemy
Some automation is broken, some enforces rules nobody remembers, and some still keeps people alive. Decide what to restore and what to shut down.
Hope is local: save an enclave, reopen a district, stop a regional disaster.
Together, at any level
Play the whole game solo and offline, or bring up to three friends. Levels scale so a veteran and a newcomer can play together, and loot is personal.
Bought once. No shop, no loot boxes, no paid power.
Concept Art
Early concept art, not in-game footage. The final look may change.
Key art: a specialist at the gate of a facility that still runs · AI-assisted
Core Systems
Fast isometric combat with readable threats
Specialist classes with several builds each
Loot that changes how a skill works, not just its numbers
Facilities whose power, doors and turrets join the fight