Crack the hull,end the dynasty.

Five seats. One walker. Your second life.

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Concept footage · Pre-alpha
Platform
Coming to PC
Status
Pre-alphaPlayable slice in development
Release
Window TBA
Match
10–20 squadsFive operators each
Map
Sunscar MesaOne 2.5 × 2.5 km mesa
SQB-00 / The reel

Watch the hull crack.

Thirty seconds of concept footage. Sound on.

SQB-01 / Five seats

One machine. Five hands.

The walker is not a vehicle you drive to the battle. It is your weapons platform, your fortress and your only way back. Each seat has its own camera and its own job.

SQB-01 / Seat
Concept art: the walker's armored front leg, exploded to show the drum joint and hydraulic rods.
Concept art: down the hollow bore of the main cannon, with the cupola behind it.
Concept art: the upper-ring cupola autocannon firing over the main cannon.
Concept art: the rear ramp lowered onto a lit crew compartment, with a glowing side service hatch.
Concept art: a scout drone dropping from the walker's belly bay between the front legs.
  1. SQB-01 / Seat 1

    Driver

    Legs · Heading · Brace

    Walk one way, turn another, drop low when the rounds come in. Positioning is the weapon.

  2. SQB-02 / Seat 2

    Cannon

    Lower ring · 360°

    Charge, commit, impact, recoil, heat recovery. One slow decision at a time, aimed free of the legs. Shots shake the walker but never stop it.

  3. SQB-03 / Seat 3

    Gunner

    Upper ring · 360°

    Fast guns on the upper ring, turning on their own. Suppress infantry, break up boarding parties, fire over the cannon.

  4. SQB-04 / Seat 4

    Systems

    Side hatches · Repair · Upgrades

    Repair, put out fires, route Salvage into upgrades. The side hatches open on glowing modules. When the hull is dying, this is the hero seat.

  5. SQB-05 / Seat 5

    Operations

    Belly bay · Scout drone

    Scan, spot, mark. A scout drone launches from the belly bay. Light up a distant walker and you have found a whole squad and its respawn.

Concept art: the rear ramp lowered onto a lit crew compartment.
Crew enters at the rear · Concept art
SQB-06 / Second life

The hull is your respawn.

Die on foot and you come back through your living walker after a ten-second beat. Lose the walker and the safety net is gone. You are infantry with a rebuild to pay for.

Squad HUD mockupToggle the hull
Hull integrityHoldingDestroyed
Respawn on hullAvailableOffline
Driver
Cannon
Gunner
Systems
Ops
Returning through the hullFallen operators come back through the hatch. Respawn offlineSpend Salvage at a forge to rebuild. It is loud and it is expensive.
Crack an enemy hull and its number goes dark
Concept art
SQB-07 / Built in plain sight

Upgrades you can see.

Spend Salvage and plates align and snap on. Cooling extends. Mounts unfold. Every squad on the ridge can read your build before the first shot.

The same idea, in engine.

Frames from the pre-alpha lookdev scene. Rank I, II and III. Unfinished art, real build.

In-engine capture: the Rank I walker, side view, Flux lights off.
Rank I · Flux lights off
In-engine capture: the Rank II walker with hull struts, a cannon brace and a faint glow.
Rank II · Struts and trim
In-engine capture: the Rank III walker with full bracing, coolant jackets and a muzzle brake.
Rank III · Full bracing, full glow
SQB-08 / Hull down

Crack the hull.

When a walker dies it does not fade. It comes apart in three beats and leaves lootable Flux on the ground. Hover a frame.

Concept art: the walker takes a hit, plates blowing off in fire and sparks.
Beat 1Plates go first.
Concept art: the hull blows apart in a violet-white Flux burst, the cupola flying clear.
Beat 2Flux lets go.
Concept art: a smoking wreck, still glowing violet in the debris.
Beat 3The wreck keeps the loot.
SQB-09 / Sunscar Mesa

One mesa. Everyone on it.

A coral-rock plateau scarred by an impact, 2.5 kilometres on a side. Flux is in the rock. Crews came to mine it and stayed to fight over it. The Fracture storm closes from the edge until one circle is left.

Sunscar Mesa, side elevationOne mesa seen side-on. Five walker markers move toward a single marked hull at the Sunscar Basin floor while the Fracture storm closes from both borders as a hard edge and locks at the last circle. LAST CIRCLE07 MARKED HULL DUSTFALL YARDTHE LAST FOUNDRYSUNSCAR BASINTWIN ARCHESBONEGLASS OVERLOOKREDLINE SWITCHBACKSHOLLOW SPAN 12345 THE FRACTURETHE FRACTURE
FractureCloses in 16

Five squads moving on the marked hull.

SQB-10 / Flux

Gather. Align. Snap. Echo.

Flux is matter trying to organize itself into a machine. Every mine, repair and upgrade follows the same four beats.

SQB-12 / The loop

Six beats to the last circle.

Drop

Insert through the cloud deck. The whole mesa lies below you. Pick your landing.

Scramble

Land on foot. Loot weapons and Salvage. Fight for ground.

Board

Climb the rear ramp. Five seats wake up. E to board, E to bail.

Fight

Legs, cannon and gunner each work alone. Spend Salvage mid-fight and plates snap on.

Rotate

The Fracture closes from the edge. Nothing stays inside it for long.

Stand last

Lose the hull and you fight on foot. Rebuild if you can pay. Last squad standing wins.

SQB-13 / Who touches what

Four classes. One machine.

A class is what you carry, not where you sit. Any class can take any seat. Each one has a part of the walker it is best at keeping alive, or ending.

AEMR

Assault

Touches: legs and hatches

Takes the ground under the machine and clears the boarding point. Short-fuse charges, jump pad.

Engineer

Touches: side hatches and plates

Repair torch, armor, mines, and the rebuild when a hull goes down.

Medic

Touches: rear ramp and every seat

Revives the fallen and stabilizes an occupied station. Keeps the crew cycling back to the hull.

Recon

Touches: antenna and belly bay

Marks enemy hulls, routes and storm edges. Carries the C4.

SQB-14 / Access

Claim a seat.

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SQUADBOT · Concept trailer