Shardline Command
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Concept art: infantry, a relay caravan, tanks and giant walkers above the drowned city of Asterdeep

A PRAESI original universe · In development

First-person combined arms
Windows PC first

Six worlds. One frontier.

Fight for the crossing. Keep the convoy alive. Find out what waits beneath the water.

SC / 001 Caesura · Prism Basin Concept art and proposed gameplay. No playable build yet. Scroll

The Confluence / Relay 001

Signal acquired

01

The route
is the objective.

A relay is more than ground to capture. It connects supplies, shelter and the people who need both.

02

Six origins.
One shared crossing.

Bring different strengths to the same expedition. A protected route, a repaired engine and a second pair of eyes can keep a squad alive.

Six Titan architectures hold the network up: the Burden, the Passage, the Well, the Forge, the Veil and the Witness.

03

What survived
beneath the surface?

Trace the signal into Asterdeep. Relics, machine records and a familiar voice offer answers. Then they ask for something.

Six worlds / one connection3D website illustration. Not a game asset.Skip to the frontier

01 / The Confluence reopens

27 years after the Nullwake

The war is bigger
than your gun.
So is your role.

Six civilizations survived the same disaster. Their rulers kept six different versions of the truth.

Now a gate has reopened on Caesura. Relays control the routes to stranded settlements. Convoys carry the supplies that keep them breathing. Beneath Prism Basin, the drowned city of Asterdeep still speaks with the voices of the missing.

Shardline Command is a planned first-person war of infantry, armour, giant crewed machines and useful cooperation. Every repaired vehicle, protected crossing and recovered record can change the next move.

Hear the voice below the water
  • 27years since the Nullwake broke the network
  • 6peoples, each shaped by a different homeworld
  • 30ways to pair a signature role with a second training
  • 3crew stations in a signature frame. The first one we build has two.
01 / Take the route

Territory has a purpose.

Contested relays, tank approaches and convoy routes turn the terrain into decisions. A position matters because of what it protects and connects.

02 / Keep them moving

Support belongs in the fight.

Protection, restoration, repair, reconnaissance and transport shape the battle alongside damage. Your contribution should be visible.

03 / Read the ruins

Find more than a bigger gun.

Recover relics, meet native creatures and negotiate with frontier communities. What you discover can open another way forward.

How it came to this

Drag or scroll sideways

  1. Before the records

    Someone builds the Confluence.

    A network of gates, habitat regulators and six Titan architectures. Nobody alive knows who made it.

  2. Centuries ago

    Six peoples found Asterdeep.

    One shared city at Caesura’s central hub. Public workshops, open archives and transit agreements written for six different bodies.

  3. 27 years ago

    The Nullwake.

    A surge tears through the network. Gates fail. The basin floods. Asterdeep goes under before the evacuation is finished.

  4. The silent years

    Six governments, six accounts.

    Each state keeps the version that suits it. Emergency rules outlive the emergency. The survivors build lives around the gaps.

  5. Now

    One gate reopens.

    Expeditions land on Caesura to take the relays. Under the water, something starts answering in voices people recognise.

Field guide / The battle for Prism Basin

Choose a layer of the fight

One battlefield.
Every kind of impact.

Prism Basin concept panorama with infantry, armour and a mobile base

Concept art. Not gameplay.

01 / Close to the ground

A squad makes the opening.

Hold an angle, restore an ally, repair the line. Six signature roles turn a dangerous crossing into a shared opportunity.

Meet your squad

02 / The six sovereignties

Different origins. Shared battlefield.

Six origins.
Find yours.

Six humanoid peoples shaped by six homeworlds. Each carries a signature craft into the fight. Mixed expeditions bring them together, and any of them can crew any seat.

  • Oruun2.35 m
  • Ithri2.15 m
  • Namarai1.95 m
  • Tessel1.50 m
  • Sileth1.90 m
  • Anamni2.05 m
Oruun Anchor concept: a broad, mineral-skinned soldier carrying a rifle and a shield slab

01 / 06 · Titanborn · Weight Covenant

Oruun

Anchor Protection

“We remember what the mountain spared.”

Varrak’s shifting crust made shared loads a condition of survival. Its people built a civilization around one promise: accepting protection creates a duty to everyone sheltering beside you.

On the battlefield
Protect an exposed crossing with directional cover. Brace a route so allies can move.
The tradeoff
Bracing commits your position. Heat and exposed rear surfaces keep protection finite.
Holds the line.Ability concept. Proposed, not gameplay.

Signature kit

  • Holdfast Plant a directional shield, or carry a shorter mobile brace.
  • Burden Transfer Spend your reserve to cover one crossing. You give up your own fire while it holds.
  • Bulwark Path Specialise in fortification or escort. Never both at full strength.

People you will meet

  • Ossar-under-Nine A vault engineer who lost three generations of family. Will negotiate with enemies, and wants evidence first.
  • Smallfall A diaspora cartographer whose maps show the settlements erased from the official safe routes.

Homeworld story

The Uncounted Load. Recover the original load records of a failed vault. They suggest a revered district survived by passing lethal strain to someone else.

Homeworld

Varrak. High gravity. Moving crust. Basalt refuge vaults. Its Titan is the Burden, which spreads pressure across a continent.

Signature frame: Hearthwall
Ithri Riftstrider concept: a tall, lean, blue-scaled soldier with swept back fins and a rifle

02 / 06 · Stormborn · Horizon Houses

Ithri

Riftstrider Mobility

“A home is everyone we bring through the storm.”

On Sereva, home once meant a network of rescue promises. The Horizon Houses now own the forecasts. Ithri navigators must decide who a protected route is really for.

On the battlefield
Find another angle with controlled ground boosts and committed leaps. Mark a route for the people following you.
The tradeoff
Movement spends the reserve you need to escape. Your boost trail shows where you went, and every landing leaves you open.
Crosses distance.Ability concept. Proposed, not gameplay.

Signature kit

  • Crosswind A sideways boost, or one longer committed leap.
  • Waymark Mark a rescue route for the squad. Everyone can see the signal, including the enemy.
  • Horizon Path Specialise in pursuit, extraction or vectoring.

People you will meet

  • Sael of the Last Crossing A famous rescue navigator who sells protected forecasts to pay for evacuations.
  • Tavir Groundchosen A former pilot building permanent homes for displaced families. Rivals say deserter.

Homeworld story

Two Convoys, One Forecast. A House route protects one convoy and shuts out another. Check its assumptions, negotiate shared capacity, or defend a harder road.

Homeworld

Sereva. A permanent dawn. Shifting safe-air corridors. Low-gravity routes. Its Titan is the Passage, which decides where transit can go.

Signature frame: Sunspoke
Namarai Pulsewright concept: a teal-skinned amphibious soldier with restoration cartridges and a glowing emitter

03 / 06 · Tideborn · Choir of Currents

Namarai

Pulsewright Restoration

“To restore a life is to hear its answer.”

Pelune’s amphibious people learned to restore habitats by listening to the lives within them. Restoration is a shared craft and a question of consent. A patient is asked, never ordered to keep breathing.

On the battlefield
Sustain nearby infantry with bounded restoration and protective service links. Keep the rescue moving.
The tradeoff
Range, exposed conduits and finite reserves demand positioning. Restoration cannot make a squad immortal.
Restores potential.Ability concept. Proposed, not gameplay.

Signature kit

  • Resonance Focused healing on one ally, or a weaker pulse shared by several.
  • Purge Clear one named condition. You choose which.
  • Current Path Specialise in triage, sustain or consent-based support.

People you will meet

  • Three-Answers An emergency coordinator who can model several outcomes and still fears choosing the wrong patient.
  • Lume Without Chorus A physician who left their Choir after refusing to bury a patient’s dangerous discovery.

Homeworld story

Permission to Heal. A settlement’s exchanger shuts out marked refugees. Find out whether the mark means danger or hides a political decision.

Homeworld

Pelune. Ocean habitats. Living reefs. Communities built around shared currents. Its Titan is the Well, which keeps habitats alive.

Signature frame: Tide Choir
Tessel Rigsmith concept: a short, broad, amber-skinned engineer with a cable drum and a heavy clamp tool

04 / 06 · Kilnforged · Kiln Assembly

Tessel

Rigsmith Engineering

“A repair that cannot be shared is another kind of break.”

Brakka’s heat-resistant craftspeople measure an invention by who can repair it. Public patterns keep settlements alive. Private charters can turn that same knowledge into a hold over them.

On the battlefield
Maintain vehicles, recover machines and build finite field infrastructure. Make supplied equipment useful again.
The tradeoff
Every repair needs stock and time, on a worksite somebody has to defend. A deployed tool creates a commitment.
Keeps worlds running.Ability concept. Proposed, not gameplay.

Signature kit

  • Service Link Focused repair on one machine, paid for in heat and exposure.
  • Fieldwork Deploy one supplied service at a time.
  • Kiln Path Specialise in restoration, fabrication or disruption.

People you will meet

  • Patch-Seven A repairer who keeps work marks visible, because a perfect surface hides an object’s history.
  • The Unregistered Pair Two partners whose forbidden fabricator patterns keep isolated communities alive.

Homeworld story

The Stolen Shelter. Recover a shelter pattern reported stolen. Its unlicensed changes serve the people the official design left out.

Homeworld

Brakka. Hot industrial basins. Refractory workshops. Shared patterns and repair. Its Titan is the Forge, which counts every material it makes.

Signature frame: Kiln Weevil
Sileth Veilrunner concept: a narrow, violet-skinned scout in dark faceted armour with a long rifle

05 / 06 · Veilborn · Folded Court

Sileth

Veilrunner Precision and information

“Some truths save a city. Some tell its enemies where it sleeps.”

Nacre’s people built survival around controlling what could be seen. Their precise, iridescent craft protects communities. Secrecy protects an unjust ruler just as well.

On the battlefield
Reveal an approach, choose a precise angle and disrupt a bounded target. Give the squad information it can act on.
The tradeoff
Useful scans and interference leave detectable evidence. Your arcs are narrow, so timing and position decide everything.
Operates in the unseen.Ability concept. Proposed, not gameplay.

Signature kit

  • Veil Fold A timed distortion that hides you. It costs heat and it breaks when you act.
  • Sever Signal A narrow disruption that the target can see coming.
  • Court Path Specialise in reconnaissance, escape or interference.

People you will meet

  • Asha in the Fold An archivist guarding a survivor list that could prove a crime and expose the refugees on it.
  • Open-Edge A truth campaigner whose careless release has already cost a life.

Homeworld story

Names Beneath the Glass. Verify a sealed register. Name the people who made the decision without handing refugees to their pursuers.

Homeworld

Nacre. Faceted terrain. Dangerous light. Cities hidden by engineered screens. Its Titan is the Veil, which keeps the records and watches for hazards.

Signature frame: Glasscoil
Anamni Reclaimer concept: an artificial person in ivory ceramic and copper, with a broken halo worn on the back

06 / 06 · Echo-born · Continuance Accord

Anamni

Reclaimer Salvage and continuity

“Remembering is not permission to resurrect.”

Mneme’s artificial people separate memory from identity, and identity from permission. A familiar voice may be evidence. It is never enough to justify bringing someone back.

On the battlefield
Interpret wreck records and bind one eligible salvage construct. Recover what others leave behind.
The tradeoff
A wreck has an owner and a history, and your claim on it expires. One sentinel is not an endless army.
Brings tomorrow home.Ability concept. Proposed, not gameplay.

Signature kit

  • Echo Binding Raise one sentinel from an empty wreck. It scans or it fires. Never both at full output.
  • Wreckcraft Recover parts at an exposed worksite.
  • Accord Path Specialise as Witness, Sentinel or Covenant Protocol.

People you will meet

  • Witness-9 A continuity investigator carrying incompatible accounts of the same lost expedition.
  • The Unfinished Guest A person assembled from consenting fragments. Their legal status is still unsettled.

Homeworld story

A Voice Is Not a Signature. An archived navigator asks to inhabit a sentinel. Check consent and provenance before you decide whether the familiar voice is a person.

Homeworld

Mneme. Archive sanctuaries. Ceramic bodies. Copper paths carrying uncertain memories. Its Titan is the Witness, which verifies treaties and keeps continuity.

Signature frame: Pallbearer

Species, roles, names and abilities are design proposals. Heights are proposed and untested.

03 / Learn beyond your homeworld

Primary identity + secondary discipline

Keep your signature.
Change your approach.

Choose a secondary discipline from another people. Borrow a useful skill with a real tradeoff, while your primary role stays recognisable.

Relic components occupy equipment slots. Sets tell a story through their origins. Diplomacy changes access and logistics. Progression is being designed around choices and sidegrades.

Build a doctrine / Concept explorer

Your people
Trained by

Oruun, trained by the Tessel

Illustrative build choices. Secondary training never grants a second full primary kit. Skills and balance remain in development.

  • The Oruun teachCovercraft · Interception · HoldfastFull shield-slab protection stays with the Anchor.
  • The Ithri teachTraversal · Pursuit · ExtractionThe full pressure harness stays with the Riftstrider.
  • The Namarai teachTriage · Purgecraft · RecoverySustained emitter healing stays with the Pulsewright.
  • The Tessel teachDiagnostics · Patchwork · RelaycraftHeavy repair and fabrication stay with the Rigsmith.
  • The Sileth teachRecon · Interference · CountertrackPrimary stealth and precision stay with the Veilrunner.
  • The Anamni teachWreck reading · Echo analysis · RecyclingThe sentinel bond stays with the Reclaimer. Nobody borrows a second pet.

Progression proposal

Progress through practice and discovery.

The proposal includes PvE levels, mastery, training, relic discoveries and cosmetic expression. Competitive loadouts are meant to use equal functional budgets, so learning and collecting widen your choices without selling stronger combat statistics.

Proposed session loop

  1. Deploywith a mixed expedition
  2. Read the routerelays, supply, threats
  3. Fight, protect, repairon foot or in a crew
  4. Restore or capturethe relay, the convoy, the refuge
  5. Refit and discoverthen go again, differently

04 / Sovereign frames

Pilot / Weapons / Systems

Built for war.
Made for a crew.

Six cultural frame families. Modular tools, cores and locomotion. A pilot chooses the route, a gunner holds an angle, and a systems specialist manages the machine’s limited reserves.

First proof: one two-person frame. Three-station designs and larger crews follow testing.

01 / Oruun · Load-sharing architecture

Hearthwall

Mobile fortress frame

A broad protector with stepped armour, slab manipulators and load-sharing braces. Secure the angle so the convoy can cross.

  • 12 mlong
  • 6 mhigh
  • 3crew stations
Pilot
Picks the planted angle.
Weapons
Covers one approach.
Systems
Splits a finite shield and heat reserve.

How to beat it Flank it. Hit the rear cooling. It turns slowly while braced.

02 / Ithri · Pressure and route architecture

Sunspoke

High-mobility strider

A tall reverse-joint strider with a narrow hull, swept radiator fins and vented thrusters. Commit to a flank, then manage the heat and recovery.

  • 14 mhigh
  • 8 mlong
  • 3crew stations
Pilot
Commits to a route.
Weapons
Works inside limited arcs.
Systems
Trades boost against cooling.

How to beat it Watch the trail. Punish the landing. It needs time to shed heat.

03 / Namarai · Restoration and cooling architecture

Tide Choir

Tripod reactor frame

A sealed radial frame with coolant chambers and service emitters. Position a useful corridor, protect its links and ration a finite restoration reserve.

  • 13 mwide
  • 10 mhigh
  • 3crew stations
Pilot
Holds the range.
Weapons
Keeps pressure off the service link.
Systems
Rations restoration and cooling.

How to beat it Cut the conduits. Stay out of range. Its reserve runs out.

04 / Tessel · Recovery and fabrication architecture

Kiln Weevil

Industrial combat crawler

A many-legged construction crawler with a service gantry, clamp arms and finite stock. Establish the worksite while the crew protects its exposed machinery.

  • 11 mlong
  • 6 mhigh
  • 3crew stations
Pilot
Sets up a safe worksite.
Weapons
Covers it.
Systems
Allocates stock and one payload.

How to beat it Starve its supplies. The gantry is exposed. Deployed tools pin it down.

05 / Sileth · Sensing and interference architecture

Glasscoil

Articulated serpent frame

A long articulated frame with faceted apertures and folding sensor fins. Choose an angle and a bounded scan. Its swept footprint and detectable systems give opponents an answer.

  • 14 mlong
  • 4 mhigh
  • 3crew stations
Pilot
Manages a long swept body.
Weapons
Picks one angle.
Systems
Chooses a scan or a disruption.

How to beat it It turns wide. Its arcs are narrow. Every segment can be hit.

06 / Anamni · Verified recovery architecture

Pallbearer

Relic recovery frame

An isolated ring-crane frame built for salvage and continuity. Secure the access point while a vulnerable bind verifies and assigns one eligible recovery.

  • 11 mhigh
  • 10 mwide
  • 3crew stations
Pilot
Secures the access point.
Weapons
Protects the bind.
Systems
Verifies and assigns one recovery.

How to beat it Hit the central node during a bind. Its salvage expires.

01 / 06

Sizes and crew figures come from the concept board. Nothing here is final.
Tanks

Armour takes the road.

Tanks bring sustained pressure to broad routes. Terrain, supply and flanking keep them answerable.

Relay Caravan

The base moves with you.

A Relay Caravan carries finite cargo and supplies. Stationary deployment opens forward services. Moving gives them up.

Salvage

The wreck is a decision.

Recover compatible modules with known costs. Salvage should change an approach. It should never turn one vehicle into every role.

First planned crew proof: two people in one frame. Every allied people can use the stations they are permitted. Larger crews and the other frame families come later.

Field notes / Life on Caesura

Candidate roster. Not a launch list.

A living frontier
worth learning.

Hunt a roaming pack, read an armoured creature’s attack, divert a threatened filter-feeder or negotiate passage with an ancient machine. We are designing encounters around readable behaviour, useful teamwork and reasons to return.

Eight proposed creatures and constructs. Some are native, some are machines, and a calm animal is not a target by default.

Native · Filter feeder

Sluiceback

A broad six-legged amphibian drawn to coolant leaks that carry nutrients. It only turns on you when it feels cornered. Seal the leak, lure it away, or stand your ground when a rescue cannot wait.

Planned for the first region

Native · Pack predator

Riftjaw

Hunts in small packs. It stalks, calls the others in, then commits to a pounce it has to recover from. Learn the rhythm and that recovery is your opening.

First hunt candidate

Machine · Ancient maintenance

Pale Servitor

A tripod construct still enforcing entry rules nobody remembers writing. Fight it, or find the permission record that makes it stand aside.

Planned for the opening mission

Native · Herd grazer

Prism Grazer

Tall herbivores with antlers like cut glass. Herds follow the light channels that survived the flood, and where they walk an older route may still run. Calm unless threatened.

Later

Native · Burrowing ambusher

Cinderborer

Digs in beside roads and supply pads. The ground moves before it comes up, and its vent is exposed while it recovers. It never strikes without a warning.

Later

Native · Aerial predator

Shardwing

Four wings and a dive you can hear coming. It attacks in short passes, then has to land. That is when you answer it.

Later

Machine · Salvage construct

Echobound Sentinel

A worn copper quadruped carrying fragments of an archive. A Reclaimer can bind one for a while, if the wreck is empty and the claim holds up.

Later

Native · Megafauna

Basin Colossus

Enormous, slow and older than the flood. Planned as a long public fight for infantry and vehicles together, built around weak points and cover.

Long-term ambition

Encounter design study / One rhythm you can read

  1. NoticeIt sees you, or the pack does.
  2. WarningA sound, a posture, ground that shifts.
  3. CommitThe attack. It cannot take it back.
  4. RecoverIt is open. So are its weak parts.
  5. Your answerShoot, shield, repair, lure or leave.

Not everything out here wants a fight. Frontier communities have their own interests, and they keep to the passage agreements they sign. Diplomacy changes the route you take. It never controls an opposing player.

Field archive / The Sixfold Witness

A set of relics. A chain of evidence.

The past
is part of
your loadout.

Six components from six civilizations. Every piece occupies an equipment slot, carries a question and connects to something another people remembers.

Assemble the Sixfold Witness to compare records from the catastrophe. Its greatest reward is evidence of who changed the account.

Relic system concept. Critical story discoveries will also have an investigation route, so the plot never depends on rare drops.

Choose a relic to examine it

Each one records part of the same day.

The Sixfold Witness fills six of the seven equipment slots and leaves armour free. Components, counts and slots for Bastion and Foundry are undecided.

05 / The voice below the water

Asterdeep · 0000 m down

It knows the way out.
It speaks with a dead voice.

A refuge is losing pressure. A convoy needs a safe crossing. The voice beneath Asterdeep offers an evacuation route. Then it asks you to connect it to another machine.

Protect living people before you trust the archive. Trace the origin of a relic. Recover the record someone altered. The frontier’s greatest discovery may be what its rulers chose to forget.

Open the field record: Asterdeep

Asterdeep was a shared city once. Its workshops were public and its archives were open, and its transit agreements covered all six peoples. It was sacrificed during the Nullwake. Twenty-seven years later, its surviving systems still enforce emergency priorities. The Navigator offers correct advice. That alone does not prove whose voice it uses.

Archive contactAsterdeep / Channel 03

Relay 001 restored. Pump pressure holding.

Inbound voice on a dead channel.

“The route remains open.”

Voice print matches a relative. Missing 27 years.

“I can bring them out. Connect me to the sentinel.”

Story preview. Original fiction. Either answer keeps the story going.

The first ten minutes

Planned opening mission / design target

  1. 00:00

    Cross the causeway.

    You join a mixed expedition beside a parked Relay Caravan, check your weapon and move. A flooded refuge is running out of time.

  2. 02:00

    Hold the pump approach.

    A corrupted maintenance patrol follows an old order to keep “unregistered traffic” out. Take its regulator intact.

  3. 04:00

    Reconnect the pump.

    One player works while another covers the flank. The standard sequence would push the pressure onto a nearby settlement. There is another way to wire it.

  4. 06:00

    Deal with the leak.

    Coolant is drawing Sluicebacks onto the cable route. Seal it, lure them off, or hold the line while the door opens.

  5. 08:00

    Bring the survivors out.

    Escort them to cover and secure the relay. A voice on the archive channel gives you the last safe route. It is right. Then it asks for a favour.

A proposed mission on the surface ruins of Prism Basin, playable by two people. Nothing here has been recorded from a build.

Straight answers

What people
ask first.

Can I play it?

No. Shardline Command is in concept and early development. There is no playable build and no release date. When there is something to play, this page will say so.

What kind of game is it?

A first-person shooter built around combined arms. You fight on foot, drive tanks and crew giant machines with other players. Battles are fought over relays, supply routes and the people who depend on them.

Which platforms?

Windows PC first, built in Unreal Engine. PlayStation is a goal we are working towards. It is not a promise, and nothing has been approved.

Is the art from the game?

No. The images are original concept art made with AI assistance, and they show the direction we are aiming for. The 3D scenes on this page were built for the website. None of it is game footage.

Is Shardline Command the final name?

It is a working title. The names of peoples, places and machines may also change before release.

How do I follow it?

Write to us. There is no mailing list or sign-up form yet, and we would rather not pretend there is. An email reaches the team directly.

Transmission / PRAESI Technologies

Make your
mark.

We are building toward a playable first chapter on Windows. Explore the universe now. Get in touch about future playtesting, creative collaboration or development partnerships.

Contact the team

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Development dispatch / 001

One region. A real first proof.

  1. ConceptArt and lore, growing
  2. Paper rulesWe are here
  3. GreyboxNext
  4. Tested buildAhead
  • First targetWindows PC
  • Current stageConcept and early development
  • First playable scopeTwo roles · One region · One crewed machine
  • Future directionA broader persistent war · PlayStation, subject to validation

Unreal Engine production is planned. No playable Unreal build or release date is announced. The title may change. So may the visuals and the mechanics.

Original concept art. Proposed design, not gameplay footage.

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Company: PRAESI TECHNOLOGIES LTD, Cyprus. Contact: mstefanou@praesi.ai.