How it plays

The Game

Psychic exiles fight turn by turn across a Europe six million years gone, while two off-world peoples go to war over it. Between fights, there's a camp to keep alive.

Round two in a canyon at dusk: the squad among rock pillars facing Glass Court Wardens and a Lucent, one exile downed, with the squad roster, the selected exile's card and the combat log
A firefight at tactical zoom
Combat

Squad tactics, turn by turn

Missions are turn-based fights on ground shaped like real country. Your squad moves up, gets behind rock and timber, takes the high ground and sets overwatch, then shoots with whatever came through the Rift: bows, slings, spears, and one salvaged rifle with a few power cells left in it. Anything out of sight stays hidden. Someone has to scout it, or a Seer has to look.

A close firefight on a brine shore at dusk: four exiles face Brine Choir Choristers and the giant Bourdon across cracked salt
Up close on a brine shore

One mission sends you to wipe out a patrol. The next wants a captive freed, a ridge held, or the squad out before the alarm brings the reserve. When an exile drops they're downed, and two turns later they bleed out unless somebody gets to them. Panic spreads. An exile who watches a friend fall can freeze where they stand, and since the campaign is ironman, the dead stay dead.

A Shaper casts Hurl: the crown flares and threads of light tear a stone from the ground, aimed at a Warden across a stream
Hurl: a Shaper tears stone from the ground
Neuro-Crowns

Psychic powers that change as they grow

A crown wakes one of four disciplines. Shapers throw stone and heave up walls, and Menders close wounds or pull the downed back to their feet. A Seer's sight goes through rock. Voices get into minds, with a whisper that spoils an enemy's aim, a dread that sends it scrambling back to cover, or a phantom exile it wastes its shot on.

Every power costs Will. It's the same resolve that keeps an exile steady when the fight turns bad, so a Shaper who spends freely on turn two may be the one who breaks on turn four. Brine Choir singers drain it from eight tiles off.

Climbing the five ranks from Glimmer to Zenith changes what a power does. At the turning points you pick a branch. Hurl can become a spray of scree that clips the enemies around its target, or a stone driven straight through half cover. Higher up it turns into a rockfall dropped on a tile you can see but can't reach, and at the top into a landslide that hits everyone inside it, your own people included. A Mender's touch can grow into a reach across the field, a ward laid on before the blow lands, or one cast that raises every downed exile within three tiles. Nearly forty forms in all. Switching an exile's branch at camp is allowed. It costs them a week on the bench.

The psychic powers screen: each discipline's forms laid out by rank, with branch choices and the exile's current position
The powers tree at camp: every form of Hurl, rank by rank
A Seer casts Unveil: threads of light run out through the fog and reveal two hidden Wardens
Unveil: a Seer finds what's hiding in the fog

Powers in action

Each of these is an evolved form, cast with the game's own rules and caught mid-cast.

Landslide, a Zenith Shaper form. The ledge caves in under a Choir pod and a Court Warden.
Second Life, a Zenith Mender form. Every downed exile in reach gets back up.
Phantom Host, a Zenith Voice form. Three exiles who aren't there, each drawing a shot.
Rockfall drops a patch of stone at the giant Bourdon's feet on a salt flat
Rockfall. Stone drops on a 3x3 patch at the Bourdon's feet, cover or no cover
Fault Line: a dark crack splits the salt flat from the Shaper toward the Glass Court Wardens
Fault Line. A crack runs from the Shaper's feet and tears the ground open under the Wardens
Aloft: looping threads lift a Brine Choir fighter off the marsh
Aloft. A Choir fighter is lifted off the ground and loses its turn
Wellspring: teal rings heal the whole squad around the Mender in a forest
Wellspring. One cast heals every mate standing near the Mender
Sightline: a fan of pale threads streams from the Seer across a dark canyon
Sightline. A Seer's sight fans out across a canyon at night
Guided Shot: the Seer's shot curves through the air to Wardens out of the Seer's line of sight
Guided Shot. The shot bends to a Warden the Seer can't see
Dominate: violet threads from the Voice turn a Brine Choir fighter against its own
Dominate. For one turn, a foe fights for you
Faltering: a violet ring of doubt around the Bourdon and its pod, with -20 aim
Faltering. Doubt settles over the Bourdon's pod: -20 aim
Countersong: wide violet rings spread from the Voice over the squad on a salt flat at night
Countersong. The Voice answers the Dirge, and no Will is drained inside the ring
An exile's dossier at camp: portrait, past, skills, psychic potential and bonds
Every exile has a dossier
People, not units

The exiles

Everyone who came through the Rift had a life and a reason to leave it. A recruit turns up with a profession and an age, skills, a temperament and some psychic potential in each discipline, all of it written up in a dossier you can read and edit. Week by week at camp, friendships form. So do rivalries, and the odd romance, and a squad of friends goes into a fight with more Will than a squad of strangers.

Crowns are scarce, so most of your people never wear one. The Uncrowned go out with slings and bows next to the psychics. In the field every exile is a full 3D model, animated, holding whatever weapon you handed them.

The camp screen's research tab: studies laid out in strands, with their costs, weeks and what each unlocks
The camp's research tree
Between missions

The camp

Some regions have a site worth settling. You get one home camp, and as you take ground you can push out a couple of outposts. A site can run a mine, timber, salt pans, a hunt, herb gathering, shard diggings or a watch post. What comes in pays for research (nineteen studies across five strands), for training, and for a crown forge that makes new crowns and re-forges old ones up a tier.

Expect raids. Stakes, a ditch, a gate, towers and a crystal ward all stand on the battlefield itself, so when you defend the camp you fight from behind whatever you built.

Defending the camp: the squad inside a palisade with a gate, watchtowers and a crystal ward
Holding the camp behind the works you built
The campaign map of Europe six million years ago, divided into regions held by the exiles, the Glass Court and the Brine Choir
Europe, six million years ago
Strategy

A campaign across a lost Europe

The map runs from Britain and the Atlantic coast east to the Balkans and Anatolia. Fifty regions, cut from real elevation data, with the Mediterranean dried down to salt and brine in the middle. The Glass Court and the Brine Choir are at war with each other as well as with you, garrisoning regions, raiding your camp and striking wherever you've spread thin.

A capital falls in three missions back to back: the outer works first, then the walls, then the citadel. Every few weeks a hidden refuge sends new exiles your way. Story missions turn up as the war moves.

Glass Court Wardens, Lucents, Iridants and Scintles in stained-glass armour on a highland by day, facing the squad
The Glass Court
Two peoples from other worlds

The enemy

The Glass Court got here first. Tall and elven, they wear stained glass for armour and hold the western uplands, and the crowns your exiles wear were forged by them. Wardens and their Captains form the line, with Lucents in heavy plate among them. Iridants fire a beam of light. Scintles range out ahead of everyone.

The Brine Choir settled the dying sea, and nothing about them is human. They fight with sound. A Chorister's Dirge drains Will from eight tiles away, and with the Choristers come small Descants, lean Antiphons and the Bourdon, a giant that neither stone nor mind can shift.

The Brine Choir in an overcast marsh: Choristers, a Descant, an Antiphon and the giant Bourdon, facing the squad
The Brine Choir
A wide view of a parkland battlefield by day: rivers, cliff terraces, dry-stone walls, standing stones and woods
A parkland battlefield from above
The land

The world

Battlefields are generated from a dozen kinds of country: forest and parkland, marsh, canyon and badlands, steppe, alpine slopes, salt flats and brine shores. Cliffs and gullies follow natural landforms. Every plant on the map grew in Europe six million years ago, from pines and swamp cypress down to saltbush, and on the horizon the far ridges trace the real terrain of the region you're fighting in.

Each mission rolls its own weather and hour. Clear skies, overcast, rain, a dust storm, salt haze or snow, at dawn, by day, at dusk or at night. One wind runs through all of it, bending the grass and pushing the smoke. Boots kick up dust or splash through marsh, and powers leave scorch marks and cracked ground behind them. None of it touches the rules: hit chances, sight and movement stay exactly what they'd be on a clear afternoon.

A canyon at night in rain, the squad lit by torchlight and Glass Court figures in the dark
Rain, at night
A canyon by day in a dust storm, the squad facing Glass Court units through driven grit
Dust storm
A canyon at dawn in pale misty light, Glass Court units along the cliff ledges
Dawn
An alpine plateau at night with snow on the rocks, Glass Court units on the shelves above the squad
Snow, at night
The battle map editor on a salt-flat map: the props palette, a hide tent being placed, the mission panel and a clean checks list
Placing props in the map editor
The map editor setting a Warden's patrol route: a loop of waypoints over the salt flat, with terrain and height tools
Giving a Warden a patrol route
Hand-made missions

The battle map editor

Besides the generated battlefields there's an editor that runs inside the 3D battle view. You paint terrain and height, place cover and camp pieces from the object library, and set enemies down one at a time with orders to guard, patrol or hold. Mark where the squad starts and where the captives and exits are, then hit play and test it on the spot. That's how the story missions get built.

Every image on this page is a work-in-progress capture from the game. See what's built and what's next on the progress page.