Tactics you can read at a glance
Isometric grid battles built on simple tabletop rules. Roll a d20, beat the target, and plan two moves ahead.
Not every war is meant to be won.
Gather a crew. Leave a war that was never going to end. Fight your way out one turn at a time, and find out what waits past the edge of the chaos.
Ten chapters of turn-based battles, hard choices and quiet discoveries. Easy to pick up between meetings. Built to stay with you longer than that.
Isometric grid battles built on simple tabletop rules. Roll a d20, beat the target, and plan two moves ahead.
Recruit, train and outfit your party. Your choices shape who stays beside you, and what they say when it counts.
Every chapter grows out of three concept albums by Eloy. Play the game, then hear the stories the way they were first told.
They start together. Others join past the line. Not everyone finishes the journey the way they began it.
Kept the watch longer than anyone. Made the call to leave.
Holds the line with a long reach and a longer memory.
Can wake a dead machine. Notices what everyone else misses.
First in, last out, and never where the enemy expects.
The game is in color.
The stories are in black and white.
Thirty-three songs across three albums, two hours of story, told before the game existed. Start at the beginning. The game follows the same road.
“Everything I can dream, I can dream.”
“We wanted freedom. Instead, we got the void.”
“We waited at the edge far too long.”
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