Asynchronous strategy MMO. Conquer worlds, one turn at a time. Plan in peace, fight when the turn falls. A hex-grid strategy MMO with deep play, multiple modes, and fair play by design.
What this game stands for.
The game we wished existed when we logged off and lost a week of progress overnight.
Fair by design No pay-to-win, no premium tiers, no shortcuts. A new player and a veteran sit on the same tile with the same odds.
Respects your time Worlds turn once a day. Submit your orders when you have time, not when the game demands. No streaks, no nagging push notifications.
Strategy over reflexes An asynchronous wargame at MMO scale. You get hours between decisions. The game rewards thinking, not clicking fast.
How a campaign plays out.
Each world holds up to a hundred players on a shared hex map. You pick a class, build an economy, train units, research tech, and forge alliances. Or break them.
Worlds run on a turn, typically once a day. Between turns the world is yours and your tiles can't be attacked. When the turn falls, every player's plan resolves at once and the map shifts.
Pick your class.
Each class plays differently with its own units and bonuses. None is the strongest. Any of them can win.
Warlord Strike first, strike hard. Your units cost less and train faster. Get an army on the field before anyone else can react.
Industrialist Outproduce, outlast. Bigger economy, more storage, and the toughest defensive units on the map. Outlast the early aggressors, then expand.
Expansionist See further, reach further. Wider radar and longer reach. Draw the map first and pick your fights.
Few systems, all of them matter. Enough depth to play for months. Few enough moving parts to learn in an afternoon.
Buildings Production, storage, military, research. Specialise your tiles or stay flexible.
Technology Three branches: economy, combat, reach. Pick the path that backs your plan.
Units Three units per class, each with a different role on the line.
Alliances Team up with allies, share intel, divide the map. Or play solo and trust no one.
We're early, and we want your feedback. The core systems are in: classes, combat, tech, alliances, turns. Right now we're testing the gameplay loop and tuning balance.
Tell us what works and what doesn't. We read every email.
Ready to play? Pick a class, pick a world, claim your tiles.