TransmissionLATTICE FRAGMENT · 0001

YearE.E. 11,408 · 200 YR POST-DIMMING

Status◉ BROADCAST DEGRADED

Hard Sci-Fi · 1–4 Player Co-op

SIGNALDECAY

LATTICE / FRAGMENT 0001
The signal decays. What remains is what we choose to carry.Lattice Final Transmission Fragment 0001
Enter the Dimming

§02 · Universe Premise · The Dimming

The dark wasn't sudden. It was deliberate.

A four-act universe primer. The Lattice withdrew. The Sigils fell. You were woken up to hold one of the last.

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LATTICE / NODE TELEMETRY

LATTICE NODES9,000 / 9,000

9,000 / 9,000 active nodes

E.E. 5,408E.E. 11,208E.E. 11,408
§02·A · BEFORE

Six thousand years of quiet.

Humanity spread across nine thousand systems under the Lattice — a cooperative intelligence older than any one species. Trade coherent. Knowledge shared. No war, no scarcity, no silence.

§03 · Stat System · Cultural Identity

Five Vectors.

Every force in the universe reduces to five measurable vectors. Every faction orbits one. Every threat is weak to one. Every hero is a blend of two. Choose.

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04 / WAVE

PATTERN

INT · Pattern · Wave · Prediction

"To see the shape of tomorrow is to own it."
Cosmic Anchor
Quantum states · EM spectra
Hero Archetype
Architect — summoner, controller
Tower Archetype
Predictive targeting, shields, hacks
Hybrid Classes
Oracle · Monolith · Cipher

§04 · Five Factions

What remains, chose how to remain.

Five factions survived the Dimming by specializing. Each orbits a single vector. Each hates the other four, most days. All of them will sell you out the morning you stop paying.

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§01STR

THEKEEL

“Build to last. The universe tears down — we hold.”

Brutalist steel · Magnetic containment · Cities as asteroids

Explore STR connections ↗
§02AGI

THEDRIFT

“Home is velocity. Stop and you're already dead.”

Sleek modular fleets · Schools-of-fish swarms

Explore AGI connections ↗
§03DEX

THETHREAD

“Perfection is survival. One flaw and the hull breaches.”

Surgical white · Chrome · Zero ornament

Explore DEX connections ↗
§04INT

THEARCHIVE

“The Lattice didn't fail. We failed to understand its final message.”

Holographic · Clearance-shifted rooms · Moon-sized libraries

Explore INT connections ↗
§05LUCK

THESCATTER

“Plan all you want. The universe has its own ideas.”

Patchwork hulls · Six-era hybrid · Jury-rigged beauty

Explore LUCK connections ↗

§05 · Wave Composition · Enemy Archive

What the dark makes.

Five kinds of thing want your Sigil. One learns. One remembers. One speaks. One does not stop. One is not here yet and will not be, quite, when it arrives.

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§01

THE CORROSION

Weak toDEXAdaptive swarm. Kill with fire — next wave is fireproof.

Profile

Mercury-flow metallic insect cloud. Blue welding-arc eyes. The Corrosion does not forget which element burned it. Each generation is hardened against the last weapon it met, forcing Wardens to cycle damage types every four waves or watch their fire-lanes turn to decoration.

"It learns faster than you can retool."
Explore the DEX weakness ↗
§02

THE RECLAIMERS

Weak toINTOrganized military — they study your defenses and adapt.

Profile

Humans, mostly. Salvaged Lattice power armor welded over chem-burned skin. Recursive-spiral cult iconography. They believe the Dimming was a test of worthiness and that the Sigils belong to those willing to take them. They file after-action reports. They negotiate.

"They remember the lane you left undefended last Tuesday."
Explore the INT weakness ↗
§03

THE ECHOES

Weak toLUCKBosses. They hack towers, speak to heroes, offer temptations.

Profile

Geometric hard-light constructs. Fractal polyhedra that fold through non-Euclidean poses. The air smells of ozone and old sermons. Echoes are not enemies in the usual sense — they are Lattice remnants, or something wearing the shape of one. They will speak to your heroes by name.

"Most of what they offer is true."
Explore the LUCK weakness ↗
§04

THE TIDE

Weak toSTRPure aggression. A distributed extremophile organism.

Profile

Bioluminescent barnacle masses. Living crystal cathedrals that grow back a meter for every meter you cut. The Tide does not think. The Tide arrives. Coastal Sigils fall first, then the ones with oceans of liquid methane, then the ones that thought they were safe because they had no oceans at all.

"It never stops coming and it never counted its dead."
Explore the STR weakness ↗
§05

THE RIFT

Weak toAGIEnvironmental. Warps the map, spawns and erases lanes.

Profile

Shimmering tears showing other timelines — always ones where you lost. The Rift is not an enemy so much as a rule change. Lanes appear where walls were. Your best tower is suddenly in a version of the map from forty seconds in the future, aimed at nothing.

"The version of you that won this fight never existed here."
Explore the AGI weakness ↗

§06 · Warden Roster · Starters

Ten people, already tired.

No chosen ones. No destinies. Ten people with dead families, shaking hands, time-dilation rage, and one last functioning reason to report for duty. Click any file.

§07 · Gameplay Loop · Per Mission

Three phases. One Sigil. One long night.

Every match is a siege. The siege has a shape. You walk the shape until the shape breaks you, or you break what came to take the Sigil. Then you do it again, on a longer timescale.

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Core loop: Hold the Sigil. Preparation, Siege, Crisis. Repeat until fall.

Walk your lanes. Plant towers on chokepoints. Read the intel, if the Archive shares any. Hero proximity buffs matching-stat towers. Resource is Signal — you earn it by holding what you already have.

Horn blows. Waves enter multiple lanes simultaneously. Direct hero control, real-time. Hold your lane or sprint to save a friend's. Towers and heroes alone are fine. Towers and heroes together are survival.

The Echo arrives — or a Rift opens where your wall used to be. Towers alone cannot win this. Hero coordination is required. Someone will speak to you during this phase. What you answer matters.

Proposed mode · Field brief K-11Hold the orbital castle.12 waves · 3 crises · 1–4 Wardens

§08 · Campaign · Four Acts

The noise gets louder.

A full campaign runs 1–6 hours across sessions. Each act corrupts the UI a little more. By Act IV, reading the map itself is a skill check.

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ACT I

First Light

A dying Lattice fragment trains you. Local waves. One Sigil. You meet Kael. You are told you matter. The Archive is not sure it believes it yet.

BEAT · WAKING
ACT II

The Long Quiet

Sigil Network scouting begins. Faction contacts open. A first Echo speaks your callsign back to you. It is not a question — it is a greeting.

BEAT · RECONNECT
ACT III

Recursion

The Reclaimers coordinate. A faction you trusted sells the Sigil you were guarding. You lose one. Someone you love is on the list.

BEAT · BETRAYAL
ACT IV

The Final Calculation

The noise that has been building for four acts resolves into a shape. The Lattice finishes the sentence it started 200 years ago. Everything you have carried is now a variable in someone else’s math. [CLASSIFIED · WARDEN EYES ONLY]

BEAT · —— ——
Five endingsCampaign spoilers · Reveal
INT

Rebuild the Lattice.

Surrender autonomy for survival. Accept the parent.

STR

Destroy the Lattice forever.

Face it unaided. Nothing between you and the dark.

LUCK

Merge with the Lattice.

Become something neither human nor machine. Unknowable.

AGI

Outrun the threat.

Carry humanity forward. Leave every grave behind.

DEX

Surgically strike the core.

One shot. One chance. Everything measured in angles.

Read the endings record ↗

Universe archive

8 records · 10 dossiers
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▌ INCOMING · LATTICE FRAGMENT 0001 · BUFFERED AT 200 YR OFFSET

“The signal decays. What remains is what we choose to carry.”

— FINAL TRANSMISSION, RECOVERED