
Sector Nacre · Act I: The Edge Holds
LANTERN
Light is mercy. Power is duty. Truth is a choice.
A we-go tactical starship game wrapped in a visual-novel campaign. Command a task group sent to hold a dying frontier, where the emergency never ended.
A we-go tactical starship game wrapped in a visual-novel campaign, in the spirit of Starfleet Command.
Command a Concordat task group posted to Sector Nacre: a failing Lantern hub, a refugee artery, and a sealed Ashfall route. Route power, point guns, choose which subsystem to break, then live with the story consequences.
Humanity survives only inside islands of light tended by machines it can no longer build. The battles decide who holds the light; the story decides who deserves it.
Drag the core. Every split is valid.
A starved rail runs ×0.4; all-in hits ×2.2. The even split sits at ×1.0. You can never max all three.
One reactor, three rails: drag to allocate power between shields, weapons, and engines.
Plan. Resolve. Decide who you saved.
We-go turns, directional shields, capital momentum, and visual-novel consequences, all in one loop.





Sixty seconds on the edge of the light.
World, people, and the missions that test them.

Humanity lives only in systems held habitable by ancient mega-structures called Lanterns. People tend machines they can no longer build, read, or replace.
The collapse is not backstory; it is the logic of the present. In the dim corridors, long-dead infrastructure is beginning to answer.
To hold a Lantern is to hold habitability, transit, and legitimacy. Missions turn on who is protected, who is delayed, and who is counted as cargo.

No route without witness
Decide who stays in the light.
The Steam page is on the way. Follow the build as Sector Nacre comes online.