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REALMS
UNDER SIEGE
A project by Joshua
Private pre-alphaTwo teams / A changing world

REALMS
UNDER SIEGE.

The ground is
part of the fight.

A two-team siege game in an industrial world with a little space magic. Dig your way in. Build your way out. Protect the core.

How the game works
Current class sprites · Animated from source sheets

A good plan.
A better tunnel.

Two teams. One Ship Core each.
The route between them is up to you.

A wall can be cover, a bridge can be a supply line, and a tunnel can undo both. I’m building RUS around those small decisions that change the whole match.

01

Shape the ground.

Dig through it, build over it, or pull a support out from under it. The battlefield keeps the marks of the fight.

TERRAIN IS A TOOL
02

Keep things moving.

Carry materials. Keep the stations supplied. A strong front line needs someone bringing the next load.

SUPPLIES ARE FINITE
03

Make the breach.

Open a route to the enemy Ship Core, get your team through, and remember that yours is back there too.

PROTECT YOUR CORE
FIELD NOTES / THE WORLD

Nothing stays
quite how you left it.

Find the weak point.

Small terrain cells make room for tunnels, firing gaps, and repairs. Natural ground stays stable; your structures need support.

Mind what’s above you.

A failed support can turn a fort into falling rubble. The debris becomes part of the next problem.

Leave yourself an exit.

Water, fire, wildlife, and damaged machinery can change a familiar route. Building the way in is only half the job.

Different tools.
Same side.

Six roles in the current direction. Engineer, Vanguard, and Channeler form the foundation; the other three are still being integrated.

01

Engineer

Make a way.

Dig the tunnel. Build the bridge. Repair what the other team just broke.

CORE ROLE
02

Vanguard

Hold the ground.

Protect the people doing the building. Keep the route open when the pressure arrives.

CORE ROLE
03

Channeler

Change the fight.

Bring space magic to an industrial battlefield. Spend mana, cast spells, and pick your moment.

CORE ROLE
04

Pathfinder

Find another route.

Scout beyond the obvious approach and help the team reach useful ground.

INTEGRATING
05

Field Medic

Keep them in it.

Support wounded teammates and help them get out of a failing push.

INTEGRATING
06

Sapper

Open the breach.

Break defended positions and clear the threats waiting on the other side.

INTEGRATING
03 / FROM THE WORKBENCH

Still building.
Still breaking things.

RUS is my ongoing game project. It’s in private pre-alpha, with the native client, terrain, logistics, and class systems being brought together and playtested.

Apple Silicon macOS and Linux are the active targets. Windows comes later. The current candidate still needs its remaining native playtest and release checks.

Private pre-alpha 0.1.0No public download yet
Read the field guideThe rules, the tools, and your first match.