A frozen industrial city with tall rusted towers and snow-covered domes against an overcast sky
∎ Setting An old refinery city, mid-Dimming
001 — The Phenomenon

The Dimming.

Something is draining the sun. The people of this world call it The Dimming — a slow, generational starvation of light and warmth that began before anyone alive can remember and has never reversed.

Some say it's the wrath of an old god. Some say it's a curse the world brought on itself. Some say it's natural, and that one day it will simply stop. None of them are right.

The landscape is overwhelmingly cold. Snow, sky, ice, shadow — everything trends toward grey-blue. Trade hubs cobble themselves together from shipping containers and generator parts, their orange-painted domes the only color against an endless white horizon.

A bright orange accent in a sea of grey-blue should feel like finding a signal fire in a blizzard. This is the visual expression of the game's survival theme: warmth is scarce, precious, and always fading.


002 — The Mystery

Nobody alive remembers the world before this.

The Dimming has been here longer than memory. The oldest survivors recall warmth only as their grandparents' stories. The youngest were born into snow and assume it has always been so. Whatever caused this — whatever might end it — is buried under generations of legend, scripture, rumor, and forgetting.

∎ Discovery is gated

The player's access to the truth is entirely determined by the state of the world they've built. What lies beneath the legends is gated by faction relationships, NPC survival, and how far the simulation has degraded by the time anyone goes looking.

Most NPCs only know The Dimming as a folk phenomenon — a curse, a punishment, a bad season the gods forgot to end. Multiple playthroughs may reveal different pieces of what's really happening, depending on who survived. The world has a fixed answer. What varies is how much of it any given player ever learns.

Whether you reach that answer at all is the longest arc of the game.

A snowbound trade hub with massive rusted machinery looming over scattered survivors
∎ Old structures, half-forgotten

003 — Among the Living

The wasteland is sparse, but the people who survived are memorable.

Five named figures anchor the world. Each holds a fragment of the truth — and a different reaction to the Wrought who walk among them.

A bearded man in goggles and a fur coat holds a glowing orange potion bottle in falling snow
CHARACTER · 01

The Alchemist

tinker · brewer · unpredictable

A goggled tinkerer who brews strange concoctions from whatever the wasteland provides. Part chemist, part scavenger, entirely unpredictable. The compounds that slow Rustblight come from someone like her — when she's in the mood to share.

A man in an orange shirt with a scrap-built mechanical arm sits in a workshop full of tools and scavenged metal
CHARACTER · 02

The Smithy

scrap-armed · hard-earned trust

A scrap-armed metalworker who can forge miracles out of junk, if you bring the right materials and earn enough trust. The Smithy doesn't ask why you need the new arm welded back on. He charges for it.

A hooded figure rides atop a four-legged industrial mech through a snowy ruined cityscape
CHARACTER · 03

The Seeker

wanderer · mech-borne · concealed

A wanderer atop a massive mech, roaming the wastes for reasons they don't share easily. Cross paths with them enough and their story starts to unfold. The wandering may be a way of staying ahead of the hunter cult — of managing their own deterioration through isolation.

A muscular tattooed man holding a heavy hammer in a gritty industrial workshop
CHARACTER · 04

The Forgemaster

augmented · territorial · transactional

A towering, tattooed figure with mechanical augmentations who controls one of the wasteland's most dangerous territories. He does not see people. He sees instruments — and the Wrought, to him, are more useful than most. Whether ally or obstacle depends entirely on you.

A hooded figure fused to a vast dark throne, surrounded by faint green machine glow
CHARACTER · 05

The Omnipotent

more machine than human

A tall, gaunt figure more machine than human. They are the only character who knows what the Wrought truly are, and why the world is the way it is. Gating that truth behind the hardest character to reach is the payoff for the entire storyline. Getting that information out of them is another matter entirely.

A heavily armed survivor in white-camo winter gear stands in deep snow with a damaged mech behind them
FACTION

The Iron Clergy

hunter cult · zealous · pragmatic

One faction hunts the Wrought. They treat them as abominations — the living proof that the world is broken. Their priests can recognize the signs (the nosebleeds, the burned skin, the milky eyes) on sight. Crossing their territory with visible symptoms is lethal.


004 — Pillar Three

The world doesn't wait for you.

The world simulates independently of the player. Factions pursue their own agendas. Settlements rise and fall. Consequences accumulate. The world's state at any moment is the product of everything that has happened in it — including while you were elsewhere, or dead.

Factions act on their own

Faction conflicts can resolve without player involvement. Territories change hands. Settlements fall. NPCs die. You may walk into encounters where strangers know they've already dealt with your previous self.

Doors close permanently

A destroyed faction means its quests, its traders, and its knowledge are gone. The simulation's terminal state is reachable. Some answers exist only on the lips of NPCs who can be killed by the world before you ever reach them.

No two runs are alike

This is the primary driver of replayability. The world has a fixed lore answer; what varies is how much of it any given player ever learns, and which factions still draw breath when they go looking.


005 — The Heartbeat

Time is always passing.

The world runs on a global calendar. Time advances regardless of what the player is doing — whether they are actively playing, their pawn is dead, or they are between pawns. The calendar is the heartbeat of the world simulation.

Faction actions are scheduled against it. World state changes are timestamped by it. End-state thresholds are measured in it.

When a pawn dies, the calendar keeps running. The new pawn begins in the same world, at a later date, with no knowledge of what has happened since the moment of death.

Dying early gives the next pawn a world with more options. Dying late means fewer factions, less knowledge available, and the worst end-state closer on the horizon.

Story knowledge is not stored in a menu. It is stored on the pawn's body — in a journal, a data chip, a recording device inside the mech.

— The Recovery Mission

If the new pawn does not recover the old pawn's body and belongings, that story thread is gone. The new pawn would have to rediscover it — if the sources still exist — or go without.


006 — Resolution

How it ends depends on how you lived.

Five end states are possible, each requiring different world-state conditions. The endings are not written toward — they are read out of the simulation at the moment of resolution.

See the five end states →