LANTERN · CONCORDAT
A refugee convoy follows beacon-lit corridors toward a distant Lantern

Sector Nacre · Act I: The Edge Holds

THE

LANTERN

CONCORDAT

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.

Steam page coming soon Watch the teaser
What It Is

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.

Reactor · Power Distribution

Drag the core. Every split is valid.

Enginesspeed + turn×1.0
Weaponsfire-cycle×1.0
Shieldsregen×1.0

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.

How It Plays

Plan. Resolve. Decide who you saved.

We-go turns, directional shields, capital momentum, and visual-novel consequences, all in one loop.

Issue precise movement, weapon, and shield commands across your entire fleet. Then watch both sides execute at once across a five-second slice.
1. Plan phasePlan your orders while the battle is frozenIssue precise movement, weapon, and shield commands across your entire fleet. Then watch both sides execute at once across a five-second slice.
Both sides resolve at once: no turns, all judgment.
2.Execute simultaneously
Present a fresh arc or collapse theirs with focused fire.
3.Rotate shields
Allocate energy between shields, weapons, and engines each turn.
4.Route reactor power
VN scenes carry the weight of every tactical decision.
5.Live the consequence
See It In Action

Sixty seconds on the edge of the light.

The War for Sector Nacre

World, people, and the missions that test them.

The Lantern Array illuminating inhabited space
The Lantern Array

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 Ashfall

The collapse is not backstory; it is the logic of the present. In the dim corridors, long-dead infrastructure is beginning to answer.

Allocation

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.

Lost to allocationMercy has a manifest

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.

Steam page coming soon Watch the teaser