Development

Progress

You can play Messalith from the first recruit to the end of a campaign. Most of what's left is polish and balance, and long hours of real people playing it.

Updated October 2026. No release date yet.

Built

  • Squad combat: cover, high ground, overwatch, fog of war, panic, downed and bleeding out, ironman.
  • Four disciplines: Shaper, Mender, Seer and Voice, every power paid for in Will.
  • Power evolution: five ranks, branch choices, nearly forty forms, and a powers tree at camp.
  • The exiles: generated recruits with a past, dossiers, bonds and rivalries, fully modelled and animated in the field.
  • The campaign: fifty regions of a dried-out Europe, two rival factions at war, sieges, refuges and story missions.
  • Two enemy peoples: the Glass Court and the Brine Choir, each with its own line of fighters and its own way of war.
  • Camp management: home camp and outposts, works and stores, a research tree, training, a crown forge and defences that stand in battle.
  • Battlefields: a dozen natural landscapes, period-accurate plants, real-elevation horizons.
  • Weather and time of day: rain, dust storms, salt haze and snow, dawn to night, wind, ambient sound.
  • Battle map editor: hand-built missions in the 3D view, with a library of objects to place.
  • Crystal interface: a glass-and-paper look across every screen, with readable and reduced-motion modes.

Working on now

  • New looks for the Glass Court: heavier, more ornate stained-glass armour.
  • Interface polish: another pass on the camp, dossier, debrief and settings screens.
  • The painted look: matching the battlefields' colour and light to the game's paintings, biome by biome.
  • Balance: the pace of ranks and crowns, how hard the Choir hits, how long a campaign runs.
  • Better props: replacing stand-in camp objects with finished models.

Next

  • Playtesting: long sessions with real players, then tuning hit chances and enemy numbers.
  • Weapons for the enemy: blades in their hands.
  • Living scenery: birds and animals of the period, sourced from the fossil record.
  • Sound and music: action sounds and a score.
  • More story missions, built in the editor.
  • Graphics presets for lower-end PCs.

Want to hear when there's more to show? Get in touch. For how it all plays, see The Game.