Plan the Operation. Get Everyone Out.
Toryn: Blacksite
Genre: Turn-Based Tactical Infiltration
Status: Planned · 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.
Screenshots
Screenshots are on the way. Follow development on Discord to see them first.
Features
The plan is half the mission
Before anyone deploys, you build the operation: insertion and extraction routes, a fallback exit, drones, cyber tools, credentials and rules of engagement. Every specialist goes on a crew board, pinned to a job in each phase, and nobody can cover everything.
For a major operation, send someone ahead to copy a badge or turn an insider, or hire a driver or a remote hacker from your contacts. Every contractor takes a cut and comes with one visible flaw.
Ghost, Cover or Loud
Every mission can be played three ways on the same map: slip in through vents and blind spots, walk in as staff with forged credentials, or breach the front gate and get out before the response arrives.
The approach is a starting stance, not a lock. A quiet plan can fall back to a breach, and a loud one still cuts the lights and jams the radio first. No team and no route is the right answer everywhere.
Know before you move
Scout and micro drones turn the map from unknown to suspected, identified and tracked. Knowing a room exists is not knowing who is inside, whether the door is alarmed or which network segment controls it.
Detection follows visible rules, not dice: camera arcs and sight ranges are shown before you commit a move. Doors, cameras, alarms and credentials belong to one security system, so a Slicer working through a relay drone can open the path your field team needs.
Getting out is part of the job
Securing the objective does not end the mission. Response teams deploy, lockdowns begin and systems reboot while your squad still has to reach the extraction point.
Fighting is always allowed, but gunfire raises the alert, brings reinforcements and can close the route you planned to leave by. The question is never whether you can fight, but whether it is worth what happens next.
Operatives who learn by doing
Your people are persistent specialists. They earn named techniques on missions and in training, each a choice between two, so two operatives of the same kind grow apart.
Every improvement changes what they can do, never just a percentage. A wounded, captured or recognised veteran is a real loss of both a person and a capability.
The corporations learn your playbook
Every contract leaves traces, and Exposure tracks how close each corporation is to finding your cell. Clean operations and false trails bring it down; sloppy firefights and burned identities drive it up.
Lean on the same trick and the target adapts: vent sensors, earlier credential rotation, paired patrols. You learn about each countermeasure through intercepted intel, then change your methods or plant a false profile.
Core Systems
- Mission planning and contingencies
- Recon drones and layered intelligence
- Physical and digital security as one system
- Persistent operatives and real exfiltration
A Toryn Saga game by Zero Trust Games. Explore the saga →