Server-authoritative MMORPG · Online · In development

The world ended in the Hallow Year.
You're what's left.

The bomb tripped a single breaker and the grid — and everything it kept alive — went dark. Three hundred years on, survivors war over the salt-bleached ruins of the Cracked Coast: real-time tactical combat, an AI Dungeon Master that reads how you play, and three banners clawing over what's left.

Playtest build via the Hallow Year launcher · auto-updates · Windows 64-bit

Hallow Year — the end is just the beginning
3
Banners at war
31
Horrors in the bestiary
AI
Dungeon Master
No
Pause button

What You're Getting Into

Systems with teeth

Every system is built to make a choice cost something. This is a world that remembers what you did in it.

LIVING WORLD

An AI Dungeon Master

A storyteller that watches how you play and bends the Coast to it — denser threats when you dominate, mercy when you're bleeding. No two runs read the same.

NO PAUSE

Real-Time Tactical Combat

RimWorld-style 'real-time with orders'. Draft your pawns, call cover and abilities, and watch body-part wounds, bleed-outs, and revives play out — MP-safe, no pause button.

BUILD CRAFTING

The Residuum Rig

A steampunk Rigsmith bolts a rare pre-Collapse cyber core into your scrap harness. The MAIN gem's family sets your ultimate — kinetic slam, fire, stims, toxins, one perfect shot. Pull a core and it cracks. Every build is a gamble you commit to.

SPHERE OF CONTROL

Three Banners at War

The Charter, the Reclaimed, and the Reliquary claw over the same ruin. Thin a banner's patrols and its grip slips; take its contracts and rise in its ranks. Allied ground trades cheap — enemy ground gets you wanted.

STAKES

Harsh, Fair Death

Down, bleed out, get revived — or lose your loot to the dirt. The blast still poisons the deep zones; the deeper you push, the harder the wastes bite, and the better the cores they cough up.

MAKER ECONOMY

Crafted, Not Found

Work specialized ground — ore in the flats, herbs in the scrub, exotics under the facility — learn blueprints at the town benches, and push a craft past Pristine to MASTERWORK: a grade no loot table can drop. The best smith on the Coast is a reputation you earn.

RIDE TOGETHER

Hired Guns

Brokers post a rotating pool of mercs — pay the fee, cover the daily wage, and a real squadmate fights beside you with their own gear, wounds, and orders. Get them killed and they stay dead.

OPEN WASTES

Places Worth Finding

Sprawling zones dotted with named ruins: climb a radio mast to survey the flat, gamble your dosimeter in a tanker's rad pocket, or hit an elite den for the bounty. Every discovery pays — and is remembered.

INSTANCED INTERIORS

Step Inside

Every gutted warehouse, motel, and church is a door. Walk the dark rooms inside — the layout is that building's fingerprint, forever — and crack the stockroom vault the owners left behind.

The Wastes

Push deeper, bleed harder

The map is a danger ladder. The fringe forgives a careless step; the deep does not. Risk is the only thing that pays.

01FRINGE

The Rust Flats

Wind-scoured hardpan where survivors wake into the after. The Charter still stamps permits here and pretends the roads are theirs.

02CONTESTED

Dead Scrubland

Ashen brush the Switch calls holy ground. Nothing green has grown here since the year the lights went out.

03DEEP

Collapsed Ruins

Salt-eaten towers over streets choked with rubble. The Reclaimed pick it clean and tally what they haul.

04LETHAL

Buried Facility

Buckled steel and dead machinery still humming with old, wrong power. Deep in the fallout, where the Residuum cores wait. Few walk back out.

05UNCHARTED

The Unknown

Past the last surveyed mile the map simply stops. Whatever the bomb made out there, no survivor has walked back to name it — only the Storyteller knows what's waiting.

Pick a Side, or Don't

Three banners, one ruin

Pledge at a recruiter and rise. Standing buys you cheaper trade and safer roads on a banner's ground — and a price on your head everywhere they don't rule.

The Charter

The Stamp is the law. The law is the Commander's.

A highway patrol that never got the order to stand down. In faded service blues they man the forts and checkpoints, stamping permits with a dead colonel's brass seal and swearing to a Commander no one outside the inner circle has ever seen. The last law on the Coast — or the best lie told on it.

The Reclaimed

Nothing is owned. It's only held — until we take it back.

A takers' coalition of three wings: the Ledger's debt-enforcers with their gold-tooth currency, the Tide's divers hauling the drowned city, and the Road's caravans that move it all. They picked the dead world's bones clean and sell you back your own at interest.

The Reliquary

The old world's power is sacred. Keep it. Never spend it.

Keepers who hoard and worship what survived the bomb. The Switch preaches the breaker that ended the world was a prayer; the Registry archives who you were; the Suture masters the body with the knife. They hold the humming facilities where the Residuum cores still wait.

Dispatches

Word from the wastes

Patch notes straight from the launcher feed — every build, as it ships.

PATCH 0.2.93AUG 05 2026

House Rules

Press H at home: BUILD MODE picks up a placed machine, walks it across the room and sets it down again - or scraps it where it stands. Annex WINGS now add structure slots (+6 each), so a grown house holds a grown workshop. ESC opens CONTROLS: every key, grouped, always current - the HUD strip keeps just the essentials, and TALK is T. The Rigsmith now TEACHES: ask him about sockets, gem families, cracked gems and prices. Eight new horrors stalk the wastes - the scrag, tusker and vat-born lines wear their mutations openly - and above Dregmouth's open-water tower waits THE DREG CHOKE, the ladder's first Tier 8 lair. Also: the revolver is no longer comically large.

PATCH 0.2.92JUL 29 2026

The Chain Closes

The machines finally feed each other. A PROSPECTOR RIG works its claim while you range; a FREIGHT SHUTTLE hauls the banked tray home in real wall-clock trips, burning fuel and taking longer out of the deep zones; an ARC SMELTER in your house eats the stash's scrap down to ingots while you sleep. What comes out the far end now has somewhere to go. THE WORKS BOARD: settlements post public infrastructure - Dregmouth's water line, Fort Vigil's palisade - taken on STAGE BY STAGE in bulk metal, hundreds of ingots and components at a time. Finish one and the town keeps it: a public smeltworks fires at Dregmouth, the Charter remembers who armored its forward fort. There is a third work with no writ and no surveyor - THE OVERBUILD - a new wing on your own house, raised on your own metal instead of a war-boss's paperwork. THE CRUCIBLE: top-tier weapons get a long path. Three staged burns at a new forge - FORGE the blank, TEMPER it, FIT the piece - hours each, every stage its own seeded check. A miss wastes THAT stage's materials and the rest of the chain survives. Stock exotic all the way down and a MASTERWORK becomes possible. The bench motor's belt skips crucible work; the ritual takes the hours it takes. The public forge stands in the High Ward for anyone who makes the trip, or build your own at tier three. THE IMPLANT BAY: the Rigsmith's trade finally has its machine - a salvaged pre-war cryogenic chamber standing beside them, frosted glass over a berth, where cores go in. Walk up to it and fit your rig without hunting the man down. Also fixed: a works-board reward line that read like a ransom note, and the crucible forge and its two half-made blanks now have real art instead of placeholder crates.

PATCH 0.2.91JUL 28 2026

Nothing Wasted

Bosses no longer fold early. A boss used to drop the moment a vital part failed - which could happen with most of its health bar still full - or from a pain blackout. Now a boss's bar is one pool: every hit carries through, limbs shred before vitals, and it fights you until that bar is EMPTY. Nothing knocks it down early. The ladder was retuned around it so fights land where they always did rather than turning into a slog, and Gutmaw in particular came down off 150 health he was never meant to have chewed through - he now hits like the ogre he is instead of standing there soaking. Difficulty comes from their enrage, as it should. THE RIG: pulling a core no longer destroys it. The fee was always the price of a SAFE extraction, so that is what it buys now - the core comes back to your stash, intact, ready to re-fit on anyone. Cores are lost by dying, not by rearranging your own rig. Pulling asks first, and if you are about to pull your main gem it tells you exactly which R you will be left holding. And you can finally CHANGE that R: the gem in your MAIN socket sets your ultimate, but there was no way to move another gem into it, so whichever core you fitted first owned your ultimate forever. SET MAIN re-seats any fitted gem into the main socket - free, and nothing is destroyed. THE FIELD: claim the ground you work. Walk up to a resource seam out in the zones and press U to stake a CLAIM, then bolt a PROSPECTOR RIG to it. Feed it refined fuel and it picks the node over while you range - common and standard finds only, banked in its tray for your return. It pulls about 45% of what your own hands would, holds a day's work at most, and grinds itself down until you patch it with scrap. Your stakes and rigs stand on the ground they work, so you can read RUNNING, COLD or BROKEN from across the flat.

PATCH 0.2.90JUL 28 2026

Stake Your Claim

The wastes can be worked while you are gone. Walk up to any resource seam out in the zones and press U: stake a CLAIM on that ground, then bolt a PROSPECTOR RIG to it. Feed the rig refined fuel and it picks the node over while you range - common and standard finds only, banked in its tray for your return. It pulls about 45% of what your own hands would, holds a day's work at most before it stops, and grinds itself down over three days of running until you patch it with scrap. It teaches you nothing: a machine buys time, never mastery, and the deep prizes still take a pair of hands. Your stakes and rigs stand on the ground they work, so you can read RUNNING, COLD or BROKEN from across the flat. Also: GUTMAW, THE MARROW OGRE has learned to answer a lone survivor. Every move he owned needed a crowd to bunch up or a kiter to run, so anyone who walked straight into his reach fought a statue for half the fight. He now drops his head and GORE-CHARGES the nearest body - three squares in a straight line, telegraphed before it lands. Step off the line and it whiffs.

PATCH 0.2.89JUL 25 2026

The Coast Gets a Face

The Coast gets a face. The seven named LAIR BOSSES and the two WILD ALPHAS now have real art and move like it - Gutmaw the Marrow Ogre looms over the party in the Cistern, the Alpha Colossus and the Ash Matriarch stalk the lethal zones, and the Site Custodian and the Archive Warden keep the dead labs. The RELIQUARY went cybernetic: chrome plate, wired crowns and lit mantles that escalate with rank, so an initiate in ash robes and the Attending in full hardware no longer read as the same person. Creatures move instead of standing still - rad roaches, husk hounds, rogue drones and the First Pull all animate now. And every rig in the garage ROLLS: the pedal bicycle wobbles quick and light, the war rig lumbers, the muscle interceptor sits low and growls at idle. Also fixed: dogs and wolves no longer blink out of existence mid-stride, the whole animal cast has stopped standing rigid, and a stray human sprite has been scrubbed off the war rig's flank.

PATCH 0.2.88JUL 25 2026

The Boss Ladder & the Kind First Mile

The world grows teeth. A ladder of named LAIR BOSSES now waits across the Coast, each squatting on their own ground and never wandering - hunt them down: SERGEANT HALT on the Rust Flats, VENN'S COLLECTOR in the scrubland, the RUST WARLORD in the rustyard, the SWITCH-PRIEST at the substation altar, THE FIRST PULL out on the tideback, the WARDEN SURGEON in the pale-ward canals, and the ladder's capstone, THE ATTENDING, deep in the facility. Each fights with a real rotation - telegraphed slams to walk out of, storms to clear, chains that yank kiters in, add-waves to cut down, and an enrage when you bring them low. Two WILD ALPHAS (the Alpha Colossus and the Ash Matriarch) roam the lethal zones too - a hard pull with no warning. And the first mile got kinder: keys and panels now unlock as they become relevant instead of burying new hands on frame one, a marker points the way through your first steps, and below level 5 the wastes go easy - death costs you nothing until you've found your feet, and the screen tells you when that grace ends.

Enlist

Get in before the dust settles

Drop your signal. We'll send playtest invites, dev logs, and word when the gates open. No spam — the Coast is quiet enough.