
Outsmart your rival and win a full wargame in 30 minutes. Command six factions that play nothing alike: turn your enemy's dead into ghosts that hunt them, spread living terrain across the map, or grow stronger with every wound you take. Free to play.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Command your army across a hex battlefield where positioning, timing, and the order you act decide everything. Outmaneuver a stronger force, complete your Rites, and hold the objectives. The match is yours, no matter how many units you've lost.
Then pick a faction, and the game rewrites itself. Each of the six breaks the rules in its own direction, so picking up a new one feels like starting a new game. If you've ever wanted the depth of a tabletop war without the cost or the prep, this one's for you.

Command the Veilbound and turn the soldiers you kill into spectral hunters that stalk their former masters.
Spread the Symbiont Ethos' living terrain across the map until the battlefield itself fights for you.
Harmonize the Glacial Chorus into resonant networks that detonate in devastating area effects.
Ride the Solar Nomadry on aerial cavalry built for pure speed and momentum.
Forge the Reforged in fire, growing stronger with every wound they take.
Play the Tideborne Collective and win through deception alone: holo-decoys, hacking, and walls conjured from nothing.

Radical Asymmetry — Six factions, each a new experience to learn and master.
Objectives Over Elimination — Win by controlling territory and completing Rites, not by body count.
30-Minute Matches — A complete wargame in five rounds, in the time it takes to eat lunch.
Three-Stage Combat — Hit, Wound, and Armor rolls on 2D6, with meaningful modifiers at every step.
Army Building — Draft your force from a roster of distinct units, each with unique abilities, subfaction bonuses, and point costs.
Free to Play — Your first faction costs nothing. More arrive as DLC.

The old world burned. What rose chose a different way to fight. The bloodshed isn't real. The stakes are.
The powers of capital clung to walled enclaves and private armies, but were overcome by communal movements with nothing left to lose. From the wreckage came new societies — communes and tribes rebuilt around the ecosystems they call home.
When conflict returned, no one wanted another war. The world's factions convened and built the Rites: ritualized contests fought in digital arenas before a watching world. Skill replaces slaughter. Outcomes settle disputes and keep the balance without burning the world again.
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Languages: English**languages with full audio support
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Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.