A science-fantasy RTS in development

Every future
has a cost.

Soryn 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 ↗
01 / The world

The sun broke.
The future stayed.

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
02 / The factions

Three answers
to one question.

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.

Build. Connect. Endure.

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 Skiff
Move. Adapt. Remember.

Kharuun Assemblies

Mobile 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 · Resonant
The future is not empty.

Hollow Choir

The 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 open
Explore the factions and their beliefs →
03 / How it plays

Strategy with
consequences.

Classic 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.

01 / IMMEDIATE

Harvest

Take the power now.

Gain a large amount of Dawn, but collapse the Well and permanently remove the possibility inside it. The battlefield changes with the loss.

02 / ENDURING

Preserve

Keep the question alive.

Earn Dawn over time and gain intelligence around the Well. The reward lasts only while you can hold the ground.

03 / TEMPORARY

Reshape

Change the battlefield.

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.

04 / The first operation

The Glass Scar

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 ↗
Prologue / What the Ledger Keeps

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.

05 / Development path

A foundation first.
A living world next.

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.

NOW / SYSTEMS PROTOTYPE

The rules underneath

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.

NEXT / VERTICAL SLICE

A world players can read

Refine the authored roster and Glass Scar candidates into production-quality silhouettes, terrain, animation, effects, sound, and a polished opening-act experience.

LATER / FULL CAMPAIGN EXPERIENCE

Turn the prototype chain into a journey

Qualify alternate routes and endings, then add final dialogue, cinematics, art, audio, accessibility, balance, and ordinary-player completion evidence.