Meridian Compact
Engineering, logistics, and precision fire turn a connected position into a fortress. Break the network, and its strength can become isolation.
Surveyor · Lancer · Bulwark Team · Relay SkiffSoryn is a broken world where lost possibilities still burn beneath the ground. Build a force, lead people through a war of survival, and decide what deserves to remain real.
Enter the world archive ↗When the Crownfall tore across Soryn, it left behind Dawnshards—mineral-organic remnants holding technologies, cities, and lives that never happened.
A Future Well can power a city, open a lost road, or erase an entire branch of history. Three factions now struggle over the same impossible resource, each with a reason that makes sense to the people living through the war.
Read the history of Soryn →“A choice is not clean because the alternative disappears.”Fragment from the Lume Reach ledger
No faction is simply good or evil. The Meridian Compact trusts systems that can be measured. The Kharuun Assemblies protect a living chain of memory. The Hollow Choir speaks for futures that were erased.
Engineering, logistics, and precision fire turn a connected position into a fortress. Break the network, and its strength can become isolation.
Surveyor · Lancer · Bulwark Team · Relay SkiffMobile infrastructure and mineral-grown warforms change the geometry of a fight. Their oldest advantage—shared memory—is also the source of a dangerous secret.
Tender · Riftstalker · Cairnback · ResonantThe Choir is formed from linked consciousness within erased possibilities. Its current prototype playstyle centers on temporary states, declared choices, and forced resolution.
Bounded local prototype; final presentation and balance remain openClassic RTS foundations—workers, scouting, bases, soft counters, combat, and territory—meet a world that remembers what you chose not to save. Future Wells are contested places, never passive resource piles.
Gain a large amount of Dawn, but collapse the Well and permanently remove the possibility inside it. The battlefield changes with the loss.
Earn Dawn over time and gain intelligence around the Well. The reward lasts only while you can hold the ground.
Spend Dawn to bring a possible bridge, cover line, or route into the present for a limited time. Both sides see the warning and can react.
A fractured transit span. A failing city reserve. A Future Well that might save Lume Reach—or destroy the only possibility in which it survives.
Explore the battlefield ↗Commander Mara Vey leads an evacuation outside Lume Reach. Talar Venn asks her to recover a displaced archive convoy. Oruun-of-Seven-Stones arrives to stop the Well’s collapse from reaching a Kharuun birthing cavern.
Victory is not total destruction. The mission ends when the archive, the Well, and the withdrawal are resolved—and when the player accepts who paid for that resolution.
The project is building deterministic strategy systems and a bounded campaign arc before claiming finished presentation. Fifteen linked campaign operations, first-pass meshes for the current roster, a four-state Future Well, and seven authored Glass Scar world assets now exist; production terrain, textures, effects, animation, audio, and a public release are still ahead.
Economy, combat, fog, faction mechanics, Future Wells, skirmish behavior, and fifteen linked missions exist in development form. Missions 14 and 15 add a bounded Hollow Choir command perspective and one explicit final-resolution contract.
Refine the authored roster and Glass Scar candidates into production-quality silhouettes, terrain, animation, effects, sound, and a polished opening-act experience.
Qualify alternate routes and endings, then add final dialogue, cinematics, art, audio, accessibility, balance, and ordinary-player completion evidence.