Field archive / Units and structures

Know the role.
Read the battlefield.

Every current unit has a job players should understand at a glance. The Compact maintains a network. The Assemblies move and adapt. The Hollow Choir manages visible identity and coherence intervals.

Visual and balance status: All 24 current roster roles across Meridian, Kharuun, and Hollow Choir, plus the four-part Future Well landmark, have authored Unreal static meshes with two LODs and four material zones. A separate seven-asset Glass Scar pass supplies terrain, route, shard, and Matter silhouettes. The concept renders are visual targets; the simpler live-build assets are vertical-slice candidates, not final production models. Animation, production textures, damage states, effects, sound, broad readability, and three-faction balance remain in development. Costs and numerical values come from current authored data and may change through testing.
Live implementation / Unreal Engine 5.8

Designed as a world.
Built into the match.

These are direct Metal captures of the accepted Meridian and Kharuun roster passes. Team color remains consistent for ownership reading; faction identity also comes from silhouette and material language. Hollow Choir meshes are source-integrated and exercised in Mission 14, but a comparable public full-roster capture has not yet been accepted.

Current Unreal match showing the Meridian Anchor and nearby authored Meridian units and structures from the RTS camera.
Meridian CompactCurrent in-engine static-mesh pass · Metal capture
Current Unreal match showing the Kharuun Memory Hearth and nearby authored Kharuun warforms and structures from the RTS camera.
Kharuun AssembliesCurrent in-engine static-mesh pass · Metal capture
World landmark / Future Well

The objective that
changes the map.

Future Wells belong to neither faction. Their broad broken crown, suspended core, orbital rings, and ground paths now form one readable landmark in Unreal. Harvest, Preserve, and Reshape change its geometry as well as its light, so the result remains understandable even when color is difficult to distinguish.

The Well is not a decorative resource node. The player’s choice can grant immediate Dawn, preserve a contested source of value and intelligence, or make a temporary road from a future that never happened.

Explore all four states and their campaign consequences →
Concept direction sheet showing the same Future Well in dormant, Harvest, Preserve, and Reshape forms.
Visual directionConcept target · not an in-engine capture
01 / Meridian units

Reliable tools
for a connected force.

Meridian machines show their load paths, repairs, and status clearly. Their silhouettes are intended to feel deliberate and serviceable: equipment built by people who expect every system to be maintained long after its designers are gone.

Worker / Engineer

Surveyor

Gathers · Builds · Repairs · Reconnects

The Surveyor turns a landing point into a functioning network. It gathers Matter, constructs the base, repairs damage, and restores severed Power Links. Losing Surveyors can leave a powerful army unable to replace what it spends.

Cost50 Matter
Health90
Logistics1
Ranged line unit

Lancer

Sustained fire · Formation core

Lancers deliver precise, steady ranged fire. They are dependable behind vision and cover, but a flank or forced close engagement exposes what their disciplined firing line cannot solve.

Cost85 M / 20 D
Health145
Range650 cm
Heavy screen

Bulwark Team

Directional cover · Slow advance

A Bulwark Team deploys cover toward a chosen direction, reducing incoming damage for the position it protects. Deployment trades speed for safety, so facing and timing matter as much as raw toughness.

Cost130 M / 25 D
Health260
Logistics3
Scout / Support

Relay Skiff

Vision · Temporary supply · Archive carrier

The fastest Compact unit sees far and can extend logistics for a limited time. It is fragile, so a careless scout can cut off both information and support. Mara’s Skiff carries the recovered archive in the prologue.

Cost70 M / 20 D
Health75
Sight1,500 cm
02 / Meridian structures

A fortress is
a living network.

Compact buildings are most effective when connected. A player is not simply placing stronger boxes; they are choosing where the network begins, how it reaches the front, and which exposed link the opponent is most likely to cut.

Headquarters / Drop-off

Anchor

Network root · Worker production · Logistics

The Anchor is the root of a Compact position and the destination for gathered resources. Its name reflects a promise: systems attached here should remain dependable under pressure.

Baseline cost0
Health1,400
Capacity12
Supply node

Power Link

Powered area · Logistics chain

Power Links extend the build network and capacity. They are cheap enough to encourage expansion and important enough to become high-value targets.

Cost90 M / 10 D
Health450
Capacity6
Production

Array Foundry

Line units · Support units · Research

The Foundry builds the Compact’s combat force and hosts its current technology path. Destroying it can interrupt research without refund, turning production security into a strategic choice.

Cost180 M / 30 D
Health760
Footprint4 × 4
Powered defense

Aegis Post

Long-range denial · Network dependent

The Aegis Post gains its intended combat reach only while supplied through the Anchor-and-Link graph. Sever the chain, and the defense shuts down instead of receiving free power.

Cost130 M / 30 D
Health520
Range900 cm
03 / Kharuun units

Warforms that
change with the fight.

Kharuun forms are grown mineral-organic systems, not beasts pressed into service. Their battlefield identity comes from cultivation, sensed motion, bounded adaptation, and cover that becomes part of the terrain.

Worker / Cultivator

Tender

Gathers · Grows · Stabilizes

Tenders gather Matter, grow structures, and stabilize damaged terrain. Their work makes clear that Kharuun infrastructure is carefully maintained rather than wild growth.

Cost50 Matter
Health100
Logistics1
Mobile skirmisher

Riftstalker

Harassment · Repositioning fire

Riftstalkers keep firing as they reposition. They excel at attacking exposed routes and leaving poor fights, but prolonged frontal combat strips away their mobility advantage.

Cost75 M / 30 D
Health125
Range500 cm
Assault screen

Cairnback

Absorbs fire · Raises mineral cover

Cairnbacks lead an advance and can create a temporary mineral barrier. The ability costs Dawn and has a clear lifetime, so cover is an authored tactical resource, not permanent terrain spam.

Cost120 M / 30 D
Health245
Logistics3
Scout / Counter-scout

Resonant

Long sight · Vibration contact

Resonants read movement through the ground. Their information is intentionally approximate: a warning about motion, not a free unit identity or directly targetable enemy.

Cost80 M / 25 D
Health85
Sight1,550 cm
04 / Kharuun structures

Root when ready.
Move when needed.

Kharuun structures make commitment visible. A Waystone can migrate, but is exposed while moving. A Growth Basin offers adaptation, but molting warforms become more vulnerable during the change.

Headquarters / Drop-off

Memory Hearth

Assembly root · Worker growth · Logistics

The Hearth anchors resource delivery and new Tenders while connecting the force to its adaptation root. It is a maintained civic place as much as a command structure.

Baseline cost0
Health1,300
Capacity12
Mobile supply node

Waystone

Roots for capacity · Uproots to migrate

A Waystone lets the Assemblies move infrastructure with the front. Uprooting takes time, movement is slow, and the exposed form receives additional damage.

Cost80 M / 20 D
Health390
Capacity5
Production / Adaptation

Growth Basin

Grows warforms · Hosts visible molting

The Basin produces combat forms and presents bounded adaptations. Carapace favors survival; Striker favors damage and tempo. Molting is visible and dangerous.

Cost165 M / 35 D
Health700
Footprint4 × 4
Detection

Listening Spine

Movement signatures · No free identity

The Spine extends vibration sensing over a wide area. It reports approximate anonymous movement so the Kharuun can prepare without turning hidden enemies into exact targets.

Cost115 M / 25 D
Health440
Detects2,600 cm
05 / Hollow Choir units

Hold more than one answer.
Resolve before it breaks.

The current Choir roster uses declared identity and coherence state rather than a free rewind. Mission 14 exercises one bounded command crisis; the values below remain prototype balance data.

Worker / Thread steward

Threadkeeper

Gathers Matter, constructs Choir infrastructure, and carries 12 units of cargo. Current cost: 55 Matter and 5 Dawn; health: 80; logistics: 1.

Phase skirmisher

Intervalist

Applies ranged pressure while identity state remains visible and answerable. Current cost: 80 Matter and 35 Dawn; health: 115; range: 550 cm.

Recovery controller

Lacuna Warden

Provides the roster’s heavy recovery presence without erasing consequence. Current cost: 140 Matter and 45 Dawn; health: 230; logistics: 3.

Misdirection support

Afterimage

Moves quickly and sees far, but remains fragile and publicly targetable. Current cost: 75 Matter and 35 Dawn; health: 70; sight: 1,600 cm.

06 / Hollow Choir structures

Coherence has
a visible cost.

Choir structures make commitment legible through explicit roles and timers. They are deterministic prototype systems, not permission to hide information or undo an observed outcome.

Headquarters / Drop-off

Concordance

Roots the local Choir economy and worker production. Baseline cost: 0; health: 1,250; logistics capacity: 12.

Supply node

Interval Loom

Extends local logistics while remaining a visible infrastructure dependency. Current cost: 85 Matter and 25 Dawn; health: 400; capacity: 6.

Production / Research

Chorus Loom

Produces combat roles and hosts Held Alternatives and Shared Resolution. Current cost: 175 Matter and 40 Dawn; health: 680; footprint: 4 × 4.

Coherence utility

Phase Anchor

Stabilizes the bounded coherence contract and is the required crisis structure in Mission 14. Current cost: 120 Matter and 35 Dawn; health: 480.

07 / Current technology paths

Two steps
per prototype faction.

Research occupies the faction’s production structure, requires its prior tier, and is lost without refund if that producer is destroyed. Current effects deliberately modify only damage or combat vision.

Meridian / Tier 1

Prismatic Targeting

Improves combat-unit damage by 15%. Current cost: 120 Matter and 40 Dawn.

Meridian / Tier 2

Horizon Lattice

After Prismatic Targeting, improves combat vision by 20%. Current cost: 90 Matter and 55 Dawn.

Kharuun / Tier 1

Echo Cartography

Improves combat vision by 20%. Current cost: 100 Matter and 45 Dawn.

Kharuun / Tier 2

Ancestral Edge

After Echo Cartography, improves combat-unit damage by 15%. Current cost: 110 Matter and 50 Dawn.

Hollow Choir / Tier 1

Held Alternatives

Improves current combat damage and vision by 10% and enables the bounded identity contract. Current cost: 105 Matter and 50 Dawn.

Hollow Choir / Tier 2

Shared Resolution

After Held Alternatives, supplies the authored 20% combat-vision effect and unlocks Mission 14’s later crisis phase. Current cost: 115 Matter and 60 Dawn.

Numbers describe the current deterministic prototype catalog, not final balance. The first authored static-mesh and material pass is integrated; skeletal animation, production texture detail, destruction, effects, sound, and broad player-readability testing remain open.

See how these forces enter the campaign →