Drop
Insert through the cloud deck. The whole mesa lies below you. Pick your landing.
Thirty seconds of concept footage. Sound on.
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.





Legs · Heading · Brace
Walk one way, turn another, drop low when the rounds come in. Positioning is the weapon.
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.
Upper ring · 360°
Fast guns on the upper ring, turning on their own. Suppress infantry, break up boarding parties, fire over the cannon.
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.
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.
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.
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.
Frames from the pre-alpha lookdev scene. Rank I, II and III. Unfinished art, real build.



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



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.
Flux is matter trying to organize itself into a machine. Every mine, repair and upgrade follows the same four beats.
Concept art for the walker, its fights and its funerals. Click any frame.
Insert through the cloud deck. The whole mesa lies below you. Pick your landing.
Land on foot. Loot weapons and Salvage. Fight for ground.
Climb the rear ramp. Five seats wake up. E to board, E to bail.
Legs, cannon and gunner each work alone. Spend Salvage mid-fight and plates snap on.
The Fracture closes from the edge. Nothing stays inside it for long.
Lose the hull and you fight on foot. Rebuild if you can pay. Last squad standing wins.
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.
Touches: legs and hatches
Takes the ground under the machine and clears the boarding point. Short-fuse charges, jump pad.
Touches: side hatches and plates
Repair torch, armor, mines, and the rebuild when a hull goes down.
Touches: rear ramp and every seat
Revives the fallen and stabilizes an occupied station. Keeps the crew cycling back to the hull.
Touches: antenna and belly bay
Marks enemy hulls, routes and storm edges. Carries the C4.
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