A world of magic and machines

Machines of the Empty Accord

Five nations. Different machines. A shared promise after the Holy War.

Playing as a guest

The Empty Accord

Only uncrewed machines wage war. No blood is spilled.

Build from the first machine

Found a new city

One Bolt Tender and 120 Alloy. Establish your command core, unlock workshops, then build industry, defenses, and a research archive. Every building adds a function; every route needs room.

First playable slice

The Route Board

Bring ore through the Iron Gate to the Stock Hall. Keep the Smelting Hall powered and turn each delivery into Alloy.

Choose the terrain, shape the route

The Terrain Board

Compare a rough shortcut with a longer road. Tracks slow down on rough ground; low hover crosses it faster. Close either gate to change the available routes.

Two cities, finite supplies

The Industry Board

Build a Dwarf city alongside an autonomous Elven city. Supply routes and real costs determine which machines can be replaced.

Guard, scout, raid, regroup

The Commander Board

Watch an Elven commander choose missions over a real paid economy, then expose a worker or build a Hammer to change its priorities.

Sight, memory, and guarded roads

The Patrol Board

Approach an Elven patrol with your Hammer. Break contact through cover, watch it investigate, or disable its equipment. This is a bounded training encounter.

Position, cover, and empty steel

The Combat Board

Bring a Hammer into range. Open the gate for a direct shot or travel around the wall. Sparks and smoke mark damage; a disabled machine remains on the field.

The nations

Dwarven Holds

Heavy ground machines, stone armor, and engineering.

Elven Cantons

Light hovering machines, mobility, and precision.

Elder Meridian

Exotic machinery, geometry, and positional strategy.

Cinder Kin

Dark machinery, controlled fire, and heat management.

Pelagic League

Surface, amphibious, and submerged machines.