ZERO TRUST GAMES

The Ark Always Launches

Toryn: Manifest

Genre: Turn-Based 4X with Simultaneous Turns

Status: Planned

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.

Screenshots

Screenshots are on the way. Follow development on Discord to see them first.

Features

Everyone moves at once

Every faction writes its orders in secret, and they all resolve together in a fixed, readable order. Before you commit, you see what each order will do if nobody interferes: the surprise comes from what your rivals chose, never from dice.

Each turn ends with a replay, phase by phase: who moved, what was hit, which treaty broke, what got loaded. Every number traces back to its cause.

Take it by force or from inside

Every installation can be taken twice. Troops capture the gates, loudly and at a high price; a cyber unit quietly takes over the systems. The owner and the operator can be different factions.

A compromised power plant feeds the intruder's grid; a compromised launch complex can delay transfers or block a launch call. A hack changes what a system does, never where matter goes, and the owner can purge you at the cost of a turn's output.

A seat is not a passenger

Contributing to the ark earns you reservations, but only people and cargo physically aboard count when it leaves. Claims have to become passenger cohorts, cargo modules, archive cores and command crews, moved from connected sites to the launch complex.

Every turn asks the same question: protect the reservation, protect the route, or help someone else finish the ark?

A clock nobody can read

The link to the Gate is straining. Everyone sees the danger band slide from Stable to Strained to Critical; nobody knows exactly how long is left. Your private forecast sharpens with the uplinks you hold and the compute you spend.

Uplinks tempt every faction with readiness and reservations, at a cost in stability that everyone shares. Conceal your readings, share them with partners, or falsify them and let a rival act on the lie.

Bargain, promise, betray

Sign non-aggression, access, intelligence and trade deals, or manifest pacts that trade seats for votes. Because turns are simultaneous, a betrayal lands in the same turn your partner trusted the deal.

Trust is public, and every broken treaty shows. Rival factions chase their own ambitions, remember who betrayed them and always tell you why they said no.

Call the launch

Once the ark is ready enough, whoever controls the launch complex can call the launch and start a countdown in which everyone loads, blocks, bargains or betrays. Call it early to lock in a manifest that favors you, and the ark carries less for everyone.

The final record shows who made it aboard, which enclaves were lost and who was left behind. You can win politically and lose morally.

Concept Art

Early concept art, not in-game footage. The final look may change.

A colossal launch tower wrapped in scaffolding and cranes rises from a concrete complex on a rocky plain, with ruined towers and snowy mountains behind it and strange light streaking across the sky.
Stasis-6, the Great Ark, under construction · AI-assisted
At dusk the ark climbs on four columns of fire above its lit launch complex, toward a sky torn by streaks of blue and violet light.
The ark always launches · AI-assisted

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

A Toryn Saga game by Zero Trust Games. Explore the saga →