The route
is the objective.
A relay is more than ground to capture. It connects supplies, shelter and the people who need both.
A PRAESI original universe · In development
Six worlds. One frontier.
Fight for the crossing. Keep the convoy alive. Find out what waits beneath the water.
The Confluence / Relay 001
Signal acquired
A relay is more than ground to capture. It connects supplies, shelter and the people who need both.
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.
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
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 waterContested relays, tank approaches and convoy routes turn the terrain into decisions. A position matters because of what it protects and connects.
Protection, restoration, repair, reconnaissance and transport shape the battle alongside damage. Your contribution should be visible.
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
A network of gates, habitat regulators and six Titan architectures. Nobody alive knows who made it.
One shared city at Caesura’s central hub. Public workshops, open archives and transit agreements written for six different bodies.
A surge tears through the network. Gates fail. The basin floods. Asterdeep goes under before the evacuation is finished.
Each state keeps the version that suits it. Emergency rules outlive the emergency. The survivors build lives around the gaps.
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

Concept art. Not gameplay.
01 / Close to the ground
Hold an angle, restore an ally, repair the line. Six signature roles turn a dangerous crossing into a shared opportunity.
Meet your squad02 / The six sovereignties
Different origins. Shared battlefield.
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.
01 / 06 · Titanborn · Weight Covenant
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.
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.
Varrak. High gravity. Moving crust. Basalt refuge vaults. Its Titan is the Burden, which spreads pressure across a continent.
02 / 06 · Stormborn · Horizon Houses
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.
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.
Sereva. A permanent dawn. Shifting safe-air corridors. Low-gravity routes. Its Titan is the Passage, which decides where transit can go.
03 / 06 · Tideborn · Choir of Currents
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.
Permission to Heal. A settlement’s exchanger shuts out marked refugees. Find out whether the mark means danger or hides a political decision.
Pelune. Ocean habitats. Living reefs. Communities built around shared currents. Its Titan is the Well, which keeps habitats alive.
04 / 06 · Kilnforged · Kiln Assembly
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.
The Stolen Shelter. Recover a shelter pattern reported stolen. Its unlicensed changes serve the people the official design left out.
Brakka. Hot industrial basins. Refractory workshops. Shared patterns and repair. Its Titan is the Forge, which counts every material it makes.
05 / 06 · Veilborn · Folded Court
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.
Names Beneath the Glass. Verify a sealed register. Name the people who made the decision without handing refugees to their pursuers.
Nacre. Faceted terrain. Dangerous light. Cities hidden by engineered screens. Its Titan is the Veil, which keeps the records and watches for hazards.
06 / 06 · Echo-born · Continuance Accord
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.
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.
Mneme. Archive sanctuaries. Ceramic bodies. Copper paths carrying uncertain memories. Its Titan is the Witness, which verifies treaties and keeps continuity.
Species, roles, names and abilities are design proposals. Heights are proposed and untested.
03 / Learn beyond your homeworld
Primary identity + secondary discipline
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
Illustrative build choices. Secondary training never grants a second full primary kit. Skills and balance remain in development.
Progression proposal
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
04 / Sovereign frames
Pilot / Weapons / Systems
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
Mobile fortress frame
A broad protector with stepped armour, slab manipulators and load-sharing braces. Secure the angle so the convoy can cross.
How to beat it Flank it. Hit the rear cooling. It turns slowly while braced.
02 / Ithri · Pressure and route architecture
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.
How to beat it Watch the trail. Punish the landing. It needs time to shed heat.
03 / Namarai · Restoration and cooling architecture
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.
How to beat it Cut the conduits. Stay out of range. Its reserve runs out.
04 / Tessel · Recovery and fabrication architecture
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.
How to beat it Starve its supplies. The gantry is exposed. Deployed tools pin it down.
05 / Sileth · Sensing and interference architecture
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.
How to beat it It turns wide. Its arcs are narrow. Every segment can be hit.
06 / Anamni · Verified recovery architecture
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.
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 bring sustained pressure to broad routes. Terrain, supply and flanking keep them answerable.
A Relay Caravan carries finite cargo and supplies. Stationary deployment opens forward services. Moving gives them up.
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.
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.
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
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
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
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
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
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
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
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
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.
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
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.
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.
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
You join a mixed expedition beside a parked Relay Caravan, check your weapon and move. A flooded refuge is running out of time.
A corrupted maintenance patrol follows an old order to keep “unregistered traffic” out. Take its regulator intact.
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.
Coolant is drawing Sluicebacks onto the cable route. Seal it, lure them off, or hold the line while the door opens.
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.
06 / From the art archive
Original concept work
Everything drawn so far, in one place. Every image here is concept art. None of it is gameplay.
35 boards. All of it is concept art and proposed design. None of it is a game asset yet.
Straight answers
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.
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.
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.
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.
It is a working title. The names of peoples, places and machines may also change before release.
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
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 teamOpens your email app. No sign-up database and no tracking cookies.
Development dispatch / 001
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.