ZERO TRUST GAMES

Destroy It, Capture It, or Switch It Off

Toryn: Sovereign

Genre: Real-Time Strategy with a Cyber Layer

Status: Planned

Earth, the last years before the Exodus. Corporate armies fight over the power plants, foundries and launch sites that lift the Great Ark to orbit. Build a base, gather, produce and command an army in real time, and fight a second front on the same map: the network that keeps every army running. Destroy an enemy power station, capture it, or send in a cyber operator and switch it off the moment your assault lands.

Screenshots

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

Features

Infrastructure is the target

Harvesters gather material from finite deposits, generators power the base, and every factory and defense depends on both. Cut the power and production stops.

A disabled building always says why: which dependency failed and how to bring it back.

One battlefield, two fronts

Relays and key sites form a sparse network over the physical map. Get a cyber operator to an entry point, establish access, cross a network path and strike.

Access takes time and can be contested. An operator cannot hack anything from anywhere: the cyber war is fought for ground like everything else.

Destroy, capture or compromise

An enemy factory runs on a power station. Destroy the station for reliable denial, capture it and hold the ground, or compromise it to stop production during your assault while the structure survives.

Each has its price. Compromising is fast and quiet, until the defender purges it.

Every intrusion has an answer

A breach in progress warns the defender. Kill or push back the operator, isolate the relay, purge the access, or retake the entry point.

Every disruption has a duration, an upkeep or a way to recover. Nothing changes hands invisibly and for good.

The doctrines of the Four

Helix fortifies, Aurelion automates, Vantrex spreads redundant networks and Obsidian strikes from the dark. Each corporation fights its own way, with its own weakness.

Multiplayer starts everyone equal: campaign unlocks never decide a competitive match.

Concept Art

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

Armoured vehicles and infantry with red lights advance through dust toward a fortified coastal launch complex at sunset, red laser lines between the towers, a rocket lifting off behind; above, the Sovereign emblem and wordmark.
Key art: the assault on the launch corridor as a module lifts · AI-assisted

Core Systems

  • Classic base building, economy and army command
  • Power that factories and defenses depend on
  • A cyber layer over the same battlefield: breach, compromise, purge
  • Fog of war, scouting and counters you can read
  • Campaign, skirmish against the AI and multiplayer

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