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Thirty-six authored Hollows form twelve squads across a vast layered hex landscape

LITANY / THE MESH / FIELD GUIDE 002

Your army.
An endless frontier.
One order away.

Command three Hollow formations. Claim the ruins.
Discover Cubes that begin new lineages.

INTERACTIVE DESIGN PREVIEW · GAMEPLAY IS NOT LIVE

ONE CARD / THREE FORMATIONS / A SHARED WORLDNO FACTIONS REQUIRED

01 / THE COMMAND TABLE

Select. Command.
See what changes.

Your Card opens the frontier. Choose a formation, give it an order, and let the world resolve together. Try the full discovery loop below—no wallet needed.

1. Claim a hexMove your army into adjacent ground.
2. Discover a CubeSecure a site, then excavate its memories.
3. Create a lineageMint an earned Cube. Use it at a Hollow’s birth.
THE FRACTURE SECTOR 07 · TRAINING
TURN 01PLANNING
YOUR NEXT MOVE

Secure the glowing Archive

March one adjacent hex. Your other formations hold their positions.

1Secure2Recover3Create
12FORMATIONS IN THIS SCENE4 independent operators · 36 Hollows
YouPilgrimWitnessRevenant
MEMORY ARCHIVEObjective · hex 0,0
YOUR ARMY 3 / 3 FORMATIONS
Feral Hollow01
VanguardSELECTED · SUPPLIED
Feral Hollow02
WardenHOLDING · SUPPORT
Feral Hollow03
SeekerHOLDING · SUPPORT
VANGUARD ORDERS

Move into one adjacent hex.

ORDER READY 01 / 03

Resolve instantly in training. The world moves in daily simultaneous turns.

0/6Fragments0/2Siege0/3Fortification0Insights
TURN 00 / FIELD REPORT

Select the central ruin (0,0), then March. Your other two formations hold the opening ground.

Local teaching simulation. You command Vanguard; the other 11 formations illustrate battlefield scale and hold their positions. Curated outcomes and accelerated renewal, not the full combat resolver. No live match, wallet connection or rewards.

02 / A WORLD THAT MOVES TOGETHER

Strategy has
time to breathe.

Make a considered move. Let everyone else make theirs. A daily cadence gives different time zones room to plan, while sealed orders keep rivals guessing.

01 / PLAN

22 hours

Choose adjacent moves, position your garrison and commit sealed orders. Everyone plans against the same resolved world.

Prepare tomorrow’s encrypted order while today resolves. A delayed start requires a fresh review of a stale queue schedule.

01

Equal command

Three formations for every passport. Free field frames keep you competitive. A rare appearance never buys stronger base combat stats.

02

Readable risk

Native defenders have visible roles and tiers. Claims need routes. Reinforcement has limits. Research opportunities are announced in advance.

03

A way back

Protected homes, free fallback formations and evacuation keep a defeat from becoming a demand to pay before you can play again.

03 / THE SEVEN-DAY CHORUS

Some ground
holds more history.

Every chapter shifts the reasons to fight. Hold a site with a supplied garrison for two consecutive turns. Turn that control into research that changes your next campaign.

MEMORY ARCHIVE

Room to expand.

The makers left their names in the walls. Recover eight Archive insights to grow from 12 to 24 non-home claims.

CAPACITY / 8 INSIGHTS

CHOIR RELAY

A longer reach.

Wake the old conduits. Eight Relay insights unlock a forward camp, carrying your supply frontier deeper into the Mesh.

LOGISTICS / 8 INSIGHTS

GENESIS CRUCIBLE

A new beginning.

Turn recovered knowledge into a common Cube. A repeat craft can use three Crucible insights and six fragments.

CREATION / 3 INSIGHTS + 6 FRAGMENTS
48hminimum advance notice32research sites per region12critical sites with deeper reserves3insights per Card / site / chapter

A critical site holds five insights. Your Card can take three, leaving a reason for someone else to challenge. Research is finite progression, not passive token yield.

A ceramic signal station beneath enormous conduits on the edge of a ruined machine city

FIELD RECORD / THE FRONTIER

Do not just hold land.
Hold a way home.

Supply flows through connected holdings, up to six links from home or camp. One severed route can matter more than another battalion.

World concept artwork

04 / THE DEFENSE LAB

Reinforce the hex.
Respect the siege.

LITANY can buy a bounded defensive advantage. It cannot buy invulnerability. Change the conditions and see exactly when that advantage disappears.

CHANGE THE POSITION

After role, defender advantage, preparation and fatigue; before the modifiers below.

GARRISON STATUSReinforced+10 paid defense active
ILLUSTRATIVE TWO-FORCE DUEL59.0–59.9%

Defender win interval across the 10,201 possible jitter pairs. Bounds account for unresolved tie priority.

Without paid power 49.5–50.5%Paid power applied +10Earned fortification +0Supply modifier 0

An equal baseline moves to about 59% with +10. Multi-army contests, role changes and native qualification require the full resolver; this is not a universal win-rate forecast.

BEFORE YOU COMMIT

One cell. One bonus.

+10 power for a supplied stationary garrison. At most two purchases per wallet per turn. No stacking, no extra commands, and no bonus above full earned fortification.

AFTER THE OUTCOME

A fee with clear terms.

A completed turn is charged even if there is no attack or you lose. An unfinished, irreversibly aborted turn refunds its payer. Prices will be published before activation.

AFTER A DEFEAT

Recover, or redeploy.

Named Hollows can require LITANY restoration, within a shared recovery cap. Payment never skips cooldown. Free field frames remain a competitive way to continue.

05 / THE CHROMATIC RECORD

Buried color.
Living history.

Every Cube family belongs to a place in the ruined world. The opening lore palette spans twelve families and five depths of recovered knowledge. Future approved editions can go beyond it.

PALETTE STUDY / 01
Silent workshops

Ash Testament
Trace

The quiet strata preserve the names of vanished makers.

Introduce a heritable color at a child’s birth. A discovery’s provenance survives as the color spreads through later generations.

Authored lore and palette concepts, not currently issued game editions. Depths are knowledge, not combat tiers. Final recipes and artwork require publication.
01 / EXCAVATE

Earn the fragments.

One per eligible excavation. Two per Card per UTC planning-start day. A hex renews each seven-day world cycle.

02 / CRAFT OR DISCOVER

Find your edition.

Six fragments for a first common craft, then 12 and 24. Rare draws depend on advertised, finite edition stock.

03 / FINALIZE & MINT

Carry it onchain.

A finalized earned receipt can authorize one approved mint. New Mesh issuance awaits issuer activation; this preview creates no entitlements.

06 / THE LINEAGE CONTINUES

A discovery today.
An ancestor tomorrow.

The expedition returns with a Cube. Synthesis introduces its approved ingredient into a new Hollow. That child can become the origin of an entirely new branch.

Signal Hollow, a synthetic body carrying an inherited identitySPECIMEN / SIGNAL
01

Parents keep their history.

The Cube acts at a child’s birth. It does not recolor the parents or rewrite their provenance.

02

One Cube, one introduction.

Synthesis permanently locks the Cube for one birth. Every new edition needs an approved recipe, cap and renderer-supported trait.

03

Inheritance carries it further.

A descendant may inherit the allele without another Cube. Original introductions are finite; the color itself can spread.

Explore the Lineage Protocol ↗

Earn collectibles through play. The design does not promise cash returns, token yield or permanently rare descendants. Existing Cube editions keep their own established recipes.

07 / BEYOND THE NEXT FRACTURE

One world.
Many frontiers.

Connected regional meshes make room for new expeditions. Scarce research rotates within them. Rare Cube supply remains globally bounded as the atlas expands.

AN EXPANDING ATLAS

More arrivals.
More frontier.

Illustrative capacity at a target of 48 occupants per region, below its 64-player ceiling. Growth also needs verified demand, common Cube stock and measured chain capacity.

21REGIONS AT TARGET OCCUPANCY

1344 total passport slots · 3000 formation slots

Diagram shows a sample of the atlas. This is a capacity plan, not a throughput benchmark.
24h+

Cross the fracture.

Travel to an adjacent region, abandoning local claims. Your passport, discovery history and recovery debt travel with you.

7 days

Commit to a campaign.

Ordinary departures have a seven-day interval. Forward camps also have a seven-day relocation cooldown.

48h+

Escape an enclosure.

After two observed turns completely enclosed, free evacuation opens a path out. Aborted regions also permit evacuation.

08 / THE COMPLETE FIELD MANUAL

Know the ground rules.

Entry, combat, rewards, spending, travel, contracts and operational limits. Search a concept or open a chapter for the full design.

ENTRY & IDENTITY

One Card. One expedition.

Your Card is a persistent passport into a shared, factionless world.

Your opening

A Litany Card enrolls one global passport. Begin at a protected home with two controlled neighboring hexes. Opening protection lasts eight days from first enrollment.

Your army

Command three formations, with up to three Hollows in each. Free field-frame formations use the same normalized base combat power. Collectible appearance does not purchase superior combat stats.

A persistent history

Travel never resets your starter craft, discoveries, protection age or NFT recovery debt. Holding several Cards does not prove several people; the design does not promise immunity to coordinated accounts.

The previous world

The Awakening faction map remains a historical record. This competitive Mesh begins with independent operators. Factions are a later design direction, not a launch requirement.

TIME & SEALED ORDERS

One day to choose. One shared outcome.

A daily strategy game designed for people who live in different time zones.

Planning

Every normal turn gives 22 hours to plan. Each formation chooses Hold, March, Excavate, Fortify or Siege. March targets an adjacent hex; taking it and excavating it require separate turns.

Reveal and resolution

Planning is followed by 15 minutes of reveal and bounded settlement. The next planning phase starts no earlier than 24 hours after the prior start. A delayed settlement never shortens the next planning window.

While the window is closed

Encrypted orders can be prepared for the next turn. They bind its expected start; if that start changes, the stale schedule requires a fresh review. A queued order does not overwrite an existing direct commitment.

Delivery failure

An unrevealed formation Holds, gains fatigue and loses preparation. Missing delivery alone does not injure a Hollow or create a repair bill. Orders and settlement are separately recoverable operations.

CLAIMS & SUPPLY

Land matters when you can hold a route.

Your frontier is a network of defensible connections, not an endlessly growing stat bonus.

Control budget

Start with 12 non-home claims, including the two opening hexes. Eight Archive insights increase the budget to 24. Claims persist until captured, relinquished or abandoned through regional departure.

Supply

Connected owned hexes carry supply up to six links from home or an earned camp. A disconnected army suffers a combat penalty and cannot collect research insights. Supply is computed from the map, not sold as a proof.

Forward camps

Eight Relay insights unlock a forward supply anchor. It requires an owned, connected garrison; relocation has a seven-day cooldown. Camps turn research into a new frontier.

Native territory

Unclaimed hexes have procedural, stationary defenders with a visible role and tier. Every contender must defeat the native defense individually before qualifying for the player contest. Weak unqualified attackers cannot hand another player a native victory.

CONTEST & OUTCOMES

Win the position before the battle.

Role matchups, preparation, logistics and simultaneous commitments determine the fight.

Shared resolution

The contract scores qualifying formations using normalized power, cyclic role matchups, defender advantage, fortification, fatigue, supply and seeded variation. Seeded priority breaks equal scores. Transaction arrival is not the combat tiebreaker.

The combat scale

In a two-force comparison, a cyclic role edge contributes ±120, defender advantage +100, each earned fort step +40, each fatigue step −60 and missing supply −120. Seeded variation ranges from −50 to +50. The paid +10 is deliberately smaller than these positional levers.

Defense

Earned fortification is capped at three steps. Paid reinforcement gives a smaller, temporary +10 power only to a supplied, stationary garrison. It cannot stack on a cell or add to a fully fortified hex.

Counterplay

Two consecutive Siege orders disable earned and paid fortification for the following turn. Cutting supply or forcing a garrison to move removes its paid benefit. Role advantage and logistics remain meaningful.

Losing

Named Hollows can incur NFT-bound repair debt and a formation cooldown. Paying restores eligibility; it does not skip the cooldown. Withdrawing the NFT cannot erase the debt. Free field frames let you keep playing.

CHORUS & RESEARCH

The world remembers where you stood.

Every seven-day chapter puts new reasons to compete on the map.

Advance notice

A Chorus is published at least 48 hours before it starts. Thirty-two sites are selected from 98 junctions. Every starting home has a site within six hexes geometrically; a safe owned route is still something to win.

Earn insight

Hold a research site with a supplied garrison for two consecutive resolved turns. Losing control or supply resets the streak. The whole regional turn must finalize before insight becomes usable.

Finite opportunity

Twelve critical sites carry five insights each; twenty ordinary sites carry two. One Card may collect at most three from one site per chapter. Critical sites retain something for a challenger. These are finite progression credits, not cash yield.

Three research paths

Memory Archives unlock claim capacity. Choir Relays unlock forward supply. Genesis Crucibles let a repeat common craft use three insights and six fragments instead of its normal 12 or 24 fragments.

EXCAVATION & CRAFT

Bring something back from the silence.

Cubes begin with activity on the Mesh. Ownership of land alone does not print rewards.

Fragments

A successful eligible excavation yields one finalized fragment. A Card can receive at most two per UTC planning-start day. A cell renews each seven-day world cycle; it is not exhausted forever.

First craft

Six fragments craft the first common Cube, from a family reserved once for that Card at enrollment. Later common crafts cost 12, then 24 fragments. Repeat crafts choose from currently available common stock.

Rare discovery

For native tiers one through four, configured rare draws are 8%, 4%, 1.5% and 0.5%, conditional on advertised edition stock. These are per eligible draw, not a promise of a drop or a measure of market value.

Supply discipline

Immutable edition caps and preannounced regional allocations bound rare supply globally. Adding another region must not duplicate the rare pool. Common onboarding capacity is reserved separately from rare scarcity.

MINTING & SYNTHESIS

One discovery can outlive its discoverer.

An earned Cube can become an onchain object, then a new ingredient in a Hollow lineage.

Earn → finalize → mint

Finalized gameplay creates an eligible reward receipt. A narrowly approved issuer would redeem that receipt once into the existing Cube NFT contract. A front-end button or a client score is never mint authority. Game issuer deployment is currently parked.

Published recipes

A new edition needs a published CubeBreeding recipe, frozen metadata and cap, matching lore commitment, supported catalog patches and enough direct introduction capacity. Its announcement precedes availability by at least 48 hours.

One birth

Synthesis uses the Cube as an ingredient at a child’s birth and permanently locks it for that use. Parents retain their genes. The child may pass the introduced allele to descendants without another Cube.

Existing Cubes

Existing live Cube NFTs retain their established synthesis compatibility. Mesh issuance introduces approved new editions; it does not redefine previously minted ones. Pigment, pattern, material and emblem designs require a supported recipe and renderer path.

LITANY & PLAYER VALUE

Spend for a position. Never buy certainty.

The economy supports restoration, bounded defense and collectible creation.

Reinforcement terms

One paid bonus per cell and no more than two purchases per wallet per turn. The fee is escrowed. A completed turn is charged even if nobody attacks, supply is cut, the formation moves or the defense loses.

Abort protection

An unfinished, irreversibly aborted turn refunds the original payer. Charges and refunds cannot execute twice. A later abort does not refund earlier completed turns. Settlement is permissionless after the outcome exists.

Recovery

Named Hollow repair has a shared conservative 720-hour spending cap. Earlier payments may remain counted for less than one extra day. Free formations remain available; payments never grant extra command slots.

What earning means

Players earn fragments, progression and eligible collectible discoveries through play. There are no kill bounties, passive LITANY emissions or guaranteed cash returns. Collectibility and resale demand are uncertain; Cube ancestry is the durable record.

Prices and spending

Launch LITANY prices are not set. Published test fixture amounts are not prices. Treasury transfers are not token burns. If reinforcement costs P, the maximum for 30 turns is 60P, with restoration accounted for separately.

EXPANSION & TRAVEL

A frontier that keeps opening.

Connected regional meshes keep each turn bounded while the world can grow.

Admission

Each registered region supports 64 active passports and three formation slots per player. Expansion planning targets around 48 occupants with verified admission demand, reconciled free homes, common reward stock and measured settlement capacity.

Region travel

Travel goes to an adjacent atlas region. It releases local claims and returns NFTs atomically. Ordinary transit takes at least 24 hours; ordinary departures are at least seven days apart. Your global history stays with you.

Escape

Two consecutive observed turns of complete hostile enclosure, or an aborted region, permit free evacuation with at least 48 hours transit. Failed destinations can be rerouted without a new payment.

No infinite promise

Inactive passports retain homes. There is no automatic eviction or region merge. Expansion needs chain throughput and operating capacity. Map size is not evidence of infinite transaction throughput.

CONTRACTS & OPERATIONS

The outcome must survive the operator.

A useful public design is explicit about who verifies, who operates and what is still pending.

Onchain responsibilities

Registration, formations, sealed commitments, combat resolution, ownership, research, reward entitlements, payment closure and recovery live in bounded contract modules. Finality gates spendable rewards.

Offchain responsibilities

Wallet consent, encrypted delivery, indexers, read models, admission reservations and settlement workers move data and submit transactions. Canonical chain events remain the source of truth, with reorg rollback and restart recovery.

Scale evidence

A local 64-player / 192-stationary-formation replay used about 55.0 million settlement gas in total, with a largest transaction of about 4.28 million. This is a capacity sample, not a production stress test or a worst-case guarantee.

Release status

The connected-world release candidate passed ten local integration scenarios, including earned Cube minting and synthesis against retained live-contract artifacts. Public gameplay, issuer activation, independent security review and production load validation remain release gates. The command table on this page is a local teaching simulation.

RELEASE RECORD / CONNECTED WORLD 01

A design you can inspect.

The contract and infrastructure candidate has local integration coverage for the connected world, including paid defense and earned Cube → mint → synthesis. Public gameplay and the game Cube issuer are not activated. Independent security review and production load testing remain required.

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