Lead from the front
Right-click to move or attack. Duel form concentrates damage on heroes and elite troops. Q, W, E and R are your four active abilities.
A living game design • September 2026
Command a hero. Build an army. Take the crossing.
A hero-led castle fight where personal skill and the force you build behind it decide the battle.
Enter the fieldguide
01 / Next map design
The next map doubles the bridge length and widens it by 50%. Each base has three times the current area, growing proportionally in both directions. Four side outposts are staggered along the bridge. The fifth is an exterior platform at the crossing’s midpoint, linked by a causeway. Its buildings control the guardian in the lane.
Frostspire Causeway · Glacial lake, arch bridge and animated crystal guardian. Bridge 2,112 × 72; each base approximately 287.5 × 363.7 world units. Build cells span both base interiors, with a clear entrance avenue and power-stone pedestal. Explore both bases and the five staggered outposts. This layout is shown for review; the playable match still uses the current map.
Explore ten animated crossingsThe first team to construct on the central outpost takes control. It keeps control while any of its central buildings survive. Clear those buildings and the guardian becomes neutral; build there to claim it for your team. Changing sides preserves its health.
If destroyed, the controlling team can spend 600 gold from town to rebuild it on the same pedestal. A hero standing at the center cannot capture it.
02 / Ten crossings
Ten animated low-poly design variants of the enlarged battlefield share one layout and one rule set: bases with three times the area, a bridge one and a half times wider and twice as long, four staggered side outposts, one exterior control platform and a single guardian. Each variant changes the architecture, biome, light and weather, and a full city in that variant’s style fills the shelf around each base: terraced streets, a temple, market, granaries, harbour and outer walls, with smoke rising from chimneys and villagers on the avenues. Open the study to orbit, zoom and expand every scene; select a card to jump straight to that crossing.
01Frostspire CausewayGlacial lake · Cold noon
02Aurora Glacier SpanPolar night · Aurora night
03Shattered Floe CrossingBroken sea ice · Overcast dawn
04Deepworks Ironband BridgeGeothermal shelf · Steam dusk
05Amethyst Cathedral SpanCrystal basin · Violet dusk
06Frozen Pine PassAlpine forest · Golden hour
07Sunken Dynasty RuinsFrozen ruin field · Pale morning
08Blizzard BastionWhiteout ridge · Storm
09Ravenwatch Chain BridgeTwilight fjord · Violet twilight
10Ivory SunspanBright shelf · Clear midday03 / The rhythm of a match
Up to ten human or AI commanders. Two forms per hero. One enemy power stone to destroy.
Right-click to move or attack. Duel form concentrates damage on heroes and elite troops. Q, W, E and R are your four active abilities.
Tab switches to Horde form with four independent cooldowns. Sweep troop formations, protect allies and turn a losing wave. Horde damage and control affect heroes at 20% strength.
B visits your town and leaves an echo. Construct on owned grid cells while home. Each hero has seven troop-producing buildings and one defensive or support structure.
Capture side outposts, establish a central foothold and push toward the enemy power stone. Both stones are vulnerable from the start.
20 buildings and 48 troops per commander. Side outposts take four uncontested seconds to capture; enemy buildings block capture. Hero combat delays a town visit for five seconds. Return to your echo after ten seconds.
04 / Heroes & armies
Nineteen heroes. One hundred fifty-two units and structures. All nineteen kits are playable, with model studies, attack previews, both ability forms, cultures and army doctrine.
All design factions implemented
Concept art establishes character identity and faction direction. All nineteen heroes have playable kits and armies. The exported statistics below describe the current rules. Character and unit previews remain motion studies; richer production art is ongoing. The nineteen playable kits use exported game data.
05 / Art & motion
Bright cel-shaded characters, expressive faces and bold silhouettes. Clear anticipation, satisfying contact and lively follow-through for every faction.
Marine squads stay low and angular. Giants tower over their allies. Insects move in segmented waves. Each hero has a recognizable weapon, posture and color accent.
A giant’s slow windup, a samurai’s held draw and an automaton’s accelerating gear train should communicate the attack before it lands. Blended locomotion keeps the hero grounded between actions.
Frost stone, warm braziers and a blue abyss frame the crossing. Combat effects stay inside readable shapes. Camera motion supports the player’s aim and sense of space.
Orin is now a brass robot with optical lenses, mechanical joints and an electric saber. Painted timber, masonry, cloth and armor now add surface detail to the live models. All 19 armies have upgraded low-poly troops and faction buildings, from armored companies and clockwork factories to treants, colonies and coral sanctuaries. Open a unit in the roster, then choose its building to inspect the production model. The guide uses the same models as the game.
Nineteen playable heroes now have original sculpted toon faces, blinking eyes, cel shading, signature hair, crowns and weapons on authored animation rigs. Each hero now has its own movement rhythm, two attack variations and eight ability sequences. Blended idle, walk and run, smooth cast recovery, hit reactions, form changes, expressive blinking and secondary motion render in the browser. Every proposed faction is now playable, including crusaders, quarantine undead, alien brood, elves, giants, ninjas, samurai, reefborn, beasts, fungi, scarab revenants and clockwork companies. Their troops have distinct faction silhouettes. Blender-rendered unit studies and new baked stone and fabric textures are included here. Further rigging, richer materials and bespoke attack clips remain in production.
06 / Development journal
This guide separates delivered gameplay from production studies. Playable statistics come from the current game. The map showcase previews the next layout.
AI commanders now raid and recapture outposts, defend threatened bases, build mixed armies and upgrade production. Opposing AI seats use matching factions across a wider roster. Siege weapons prioritize reachable fortifications while escorts fight the troop screen. Full-match tests now show territory changing hands and bases taking damage.
Spatial battle audio distinguishes weapons, spells and heavy impacts. The game interface uses text of at least 16px. Match summaries show hero kills, deaths, troop kills, structure damage, captured outposts and gold invested. Playtest feedback downloads your score, $4.99 answer and recent match summaries.
The guide now previews a bridge twice as long and 1.5× as wide, with three times the area in each base. The current playable layout remains the baseline. Two platforms on each half now sit at different points along the bridge. The control platform is outside the lane, with 64 construction cells and a short causeway. All five platforms retain their enlarged area.
All 19 heroes, 152 active abilities and 152 army buildings are implemented. Each faction has its own stats, production costs, signature mechanic and unit models. Parries, decoys, warned corridors, limited revival and field-based summons expand the tactical choices.
Original unit silhouettes, attack studies and Blender-baked textures establish each faction. Individual hero choreography includes expressive blinking and follow-through, plus articulated troop legs, wings, weapons and antennae. Heroes now keep their gesture in progress when starting or stopping movement. Walk and run share footfall timing, and slows, haste and roots change their stride. Richer finished assets and further rigging remain in development.
Ordinary support healing targets one wounded ally. Passive ward emitters grant 25% protection, while active hero shields remain stronger. Giant and crab durability and several swarm cores have received a first matchup pass.
342 mirrored skirmishes compare single waves selected under a 1,000-gold spending cap over 40 seconds. Actual spending varies by squad. These exclude heroes and production; they are not player win rates.
This early screening test does not establish faction rankings. Production speed, leftover gold, hero kits and map control all affect real matches. Further balance changes need production-aware comparisons and player feedback.
Download the current results ↗The design roster is complete as playable prototype content. Animation previews use the live character choreography; studio effects do not reproduce every gameplay interaction. Final art polish and player-driven balance continue.
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