Dwarven Holds
Heavy ground machines, stone armor, and engineering.
A world of magic and machines
Five nations. Different machines. A shared promise after the Holy War.
Playing as a guest
Only uncrewed machines wage war. No blood is spilled.
Build from the first machine
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
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
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
Build a Dwarf city alongside an autonomous Elven city. Supply routes and real costs determine which machines can be replaced.
Guard, scout, raid, regroup
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
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
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.
Heavy ground machines, stone armor, and engineering.
Light hovering machines, mobility, and precision.
Exotic machinery, geometry, and positional strategy.
Dark machinery, controlled fire, and heat management.
Surface, amphibious, and submerged machines.