// TRANSMISSION STATUS
RELAY: LIVE OPERATIONAL FEED
ENCRYPTION: STANDARD
DATA INTEGRITY: 84% RECOVERED
— FIELD REPORT — PRIORITY: ELEVATED —
This is a session-based game, not a persistent server you log into whenever. But inside a session, nobody is required to be doing the same thing at the same time.
None of it runs on a stock multiplayer template bolted onto a single-player game afterward. It’s a bespoke multiplayer framework, built specifically for how this game works — top to bottom.
Run your own mission alone. Run a completely separate mission at the same time as someone else — confirmed, already reported on. Join an active mission to spectate it live, in real time — tested end to end, controls still being sharpened.
Fighting alongside a partner inside the same mission — deploying together, or dropping in mid-mission as backup — is planned. Not built yet. Said plainly: today, joining means watching.
Each base runs its own research and its own workshop queue, independently. Two commanders can both be crafting, both researching, at the same time, and neither sees the other’s list.
Shared or pooled queues between bases are on the roadmap — for commanders who’d rather combine effort than run in parallel.
Sovereign by default. Your base is yours — nobody else’s roster, resources, or decisions touch it. Facility sharing between bases, for commanders who want it, is planned.
Most co-op games quietly assume everyone’s free at the same time, doing the same thing, in the same place — because that’s what an off-the-shelf multiplayer framework assumes too. Building our own meant we weren’t stuck with that assumption.
Independent by default. Shared when you want it to be. Not the other way around.
Separate missions, separate queues, separate bases — or shared, on your terms. One shared world underneath all of it.
Development continues. Next transmission when there is something worth transmitting.