ZERO TRUST GAMES

The Toryn Saga

From Earth's Collapse to the Stars

The saga is named after the Toryn Gate, humanity's way out of a failing Earth. Across five centuries, humanity keeps solving one crisis by creating the conditions for the next.

Each game explores a different layer of the same civilization: its networks, its corporations, its escape and what it builds afterwards. Every game stands on its own; together they tell one history.

Timeline

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 2500s

    Expansion

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

  9. 2600s

    Helios

    Helios, the world humanity was promised, is finally settled by all four lineages. None could hold it alone, and an armed treaty keeps its shared systems running.

The Exodus splits the saga

Earlier escape programs have failed. The Great Ark, Stasis-6, is humanity's last bet, or so the world is told.

When the arks launch, the saga follows two paths: those left behind on a fractured Earth, and those who reach a new world and must learn to survive there.

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. They appear across the saga, changing with each era.

Helix Dynamics logo

Defense & Containment

Helix Dynamics

Helix protects.

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

Aurelion Systems logo

AI & Optimization

Aurelion Systems

Aurelion thinks.

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

Vantrex Industries logo

Networks & Infrastructure

Vantrex Industries

Vantrex connects.

Energy, telecommunications and industry, until connectivity becomes dependency.

Obsidian Directive logo

Intelligence & Secrecy

Obsidian Directive

Obsidian knows.

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