EVENTIDE

Bounded zones · co-op

v0.3.0  in development Third person Co-op Looter shooter Windows
What this is
playable now, in this browser

The field build.

A slice of EVENTIDE you can drop into from here — four zones, both weapons, and whatever comes out of the dark at you. No download, no account. It runs on a phone too — left thumb moves, right thumb looks and fires.

four zones

Out, and back again.

The Yard, the Facility, the Proving, the Wreck Field. Each one asks for something the last one did not.

what drops

A quarter of them are carrying.

Gear falls where things die, at four grades, with rolled modifiers and a power figure off everything you hold.

the yard is armed

Cover, until you shoot it.

Every vessel out there is under pressure. They are the best weapon on the map and they do not care whose side you are on.

what this is

Third-person sci-fi looter shooter.
Bounded zones, co-op.

You wake somewhere you did not go to sleep. You go out into a small number of built places, you take what is worth carrying, and you come back different enough that the next trip is not the same trip.

We are not going to explain the rest of it here.

bounded, not endless

Places you learn.

Not a generated wilderness. A short list of built spaces you return to until you know where the shots come from.

co-op

Bring someone.

Small enough that you can actually find each other in it, rather than needing a roster and a calendar.

loot

A grid, not a list.

What you find lands in a grid and carries its own rolled numbers. Some of it is worth rebuilding a whole loadout around.

who goes out

Three Resurgents. Three ways to hold a line.

You do not pick a loadout, you pick a person. Each one carries a different kind of damage in their hands, and the ability on that damage is the reason to take them rather than the other two.

Arc

Knightraven

THE HELD LINE · playable

The one who stands in the doorway. Current runs down the line and nothing gets past while it holds.

CONDUIT — a live line between you and what you last hit; anything crossing it is grounded through the floor. E
Void

Dreadwarden

THE CLOSED DOOR · in development

The one who takes the room away. What it opens does not stay open, and what goes in does not come back out the same.

FOLD — collapse a patch of ground into a well; anything standing on it is pulled in and held. E
Solar

Sunreaver

THE LONG BURN · in development

The one who does not stop once it starts. Heat carries between bodies and the yard finishes what you began.

IGNITION — set a mark alight; the burn jumps to whatever comes close to it. E

Solar in a yard full of bulk gas is not a neutral choice. Neither is arc. Both of them will find a vessel you had been using as cover, and the vessel does not care whose ability lit it.

the arsenal

Two weapons, finished. Not twenty in grey.

Each one carries its own muzzle, sight, grip, foregrip, stock and ejection point as measured offsets — which is how the hands, the recoil and the brass all know where to be. It is slow work and it is why there are two.

MARKSMAN RIFLE

Phung 42

The Phung 42 marksman rifle, side view
Equipment data — PHG-42
class
marksman rifle
overall length
0.9965 m
behaviour
pierces
origin
Basin yard stock, rebuilt
ENERGY SHOTGUN

Willbringer

The Willbringer energy shotgun, side view
Equipment data — WLB-01
class
energy shotgun
overall length
0.9656 m
behaviour
short spread
origin
station pattern, pre-dusk
the full roster

Everything that will be in your hands.

Three are playable today. The rest are real plans with real names, and the status column is honest about which is which.

Name Type What it is Status
Phung 42marksman rifleFast, flat, and it punches through two bodies before it stops.playable
Willbringerenergy shotgunNine pellets, short life. Devastating inside ten metres and useless past twenty.playable
Rift SidearmsidearmWhat every Resurgent wakes up holding. Never the best gun you own for long.playable
Kilnsolar auto rifleRounds that keep burning after they land.in development
Nullpointvoid sniperOne shot, and whatever it hits stops being anywhere for a moment.in development
Tidebreakerarc heavy machine gunThe heavy slot. Chains between targets once it is spun up.next
Ashcallersolar grenade launcherAirburst. Made for the yards, and it does not care what is stored there.next
Long SilenceexoticIt does not reload. It draws from the rift it was made beside, and it goes quiet when there is not one near you.not started

The Willbringer has a vent and a power cell as real points on the model. Not a texture detail. The game knows where they are, which is what lets heat and charge come out of the right place — and what makes it obvious when one is about to go wrong.

what there is to do

Four pressures, and they are not the same job.

A looter shooter lives or dies on whether its activities feel different from one another. These are built to ask different things — of your aim, of your route, of the person next to you.

Name Type What it is Status
Frontier PatrolpatrolOpen ground, no timer, beacons and drops.playable
The Long VentstrikeThree Resurgents, one route, one thing at the end of it.in development
SinkfallstrikeDown through the collapse, into whatever came up.in development
The Kiln LinedungeonA tank farm on fire, a puzzle in the middle, no matchmaking.next
Hollow ApertureraidSix people, different places, same moment. Ends at the Aperture with the thing that holds it open.not started
Proving GroundpracticeWhere a weapon is measured rather than admired.in development
the four pressures
01

Patrol playable

Open ground and no timer. Survey the beacons, take what falls, leave when you have had enough. This is where a destination is learned.

no power requirement
02

Strike in development

A route with a thing at the end of it. Short, linear, and built so three people can run it without anyone explaining anything.

power 200 · three Resurgents
03

Dungeon next

Longer, stranger, and it does not tell you where to go. Encounters that are puzzles as much as fights, and a floor nobody has reached yet.

power 400 · no matchmaking
04

Raid not started

The one that needs a plan and a room to talk in. Mechanics that require people in different places doing different things at the same moment. It ends at the Aperture, and it is the only place the Quiet is ever named out loud.

power 600 · six Resurgents
where the frontier is

Destinations, and what each one is worth.

Every destination carries its own loot, its own things trying to stop you, and its own power floor. You pick where to go from orbit and the map tells you what is down there before you commit to it.

FB

Frontier Basin

Bulk plant and open ground under a fractured sky. Where everyone starts and where the Skitterlings are thickest.

POWER 0 · drops: marksman, shotgun, repair cores
SNK

The Sink

Where the ground gave way and something came up through it. Rifts hold open here and will not close on their own.

POWER 120 · drops: void-touched gear
ASH

Ashfall Yard

A tank farm still under pressure, still burning in places. Cover that kills you if you are careless with it.

POWER 260 · drops: solar gear, heavy frames
APR

The Aperture

Whatever the rifts are, this is the one they came out of. Held open by something that would rather you did not look at it.

POWER 420 · drops: Long Silence, Warden cores, Tide-touched armour
●●●

Unsurveyed

There are more, and they are not designed yet — not withheld. Season 1 ends at the Aperture; what sits past it is the next season's problem and we would rather say that than invent a name for it.

POWER — · not designed yet
ORB

Orbit

Not a destination. The place you choose one from — and the only place anything is safe.

the hub
points of interest

What you actually walk to.

A destination is a list of these. Some pay out, some try to kill you, and one of them is cover right up until it is not.

Name Type What it is Status
Survey BeaconpatrolWalk to it, survey it, take what it was holding. How a destination is learned.playable
Loot CachepatrolThe payout at the end of an objective.playable
RiftpatrolAn aperture that keeps spawning until it is shot closed.playable
Bulk VesselhazardCover, until somebody puts a round through it. Chains to its neighbours.playable
Transfer PointobjectiveA pump you have to start and then survive.in development
Wreck SiteexplorationA downed hauler with something still powered inside it.next
Lost Sectormini-dungeonA door in the rock, a fight at the bottom, one chest.next
the yard

Everything out here runs on bulk gas.

The stations, the haulers, the cutting rigs, the things still burning in the wreck field. All of it comes off vessels standing in yards like this one, behind a painted kerb and a line of bollards nobody has repainted in years.

Which makes a firefight a different problem.

A vessel under pressure is cover right up until somebody puts a round through it, and then it is the loudest thing on the map. Learning which ones to stand behind — and which ones to shoot when three of them are coming at you at once — is most of what the Yard teaches.

The gauges on this page are not decoration either. They read the same way the ones out there do: needle up means the thing beside you is holding, needle in the red means move.

bulk vesseltransfer hoseshut-off valve pressure gaugebollarddata plate
the bulk line

Nothing out here runs without gas.

The stations, the haulers, the cutting rigs, the lamps strung along an outcrop so a crew can see what they are standing on. All of it comes off vessels in yards like the Basin, and the whole frontier is a supply line with people living on top of it.

the vessel

Cover that is also a bomb.

A bullet tank on its saddles is the best thing to stand behind and the worst thing to stand near. Every one in the game is under pressure and will take its neighbours with it.

the gauge

Needle up, or move.

Every reading on this page is a real one. Out there they mean the same thing: in the band it is holding, in the red you are already late.

the shut-off

One valve, whole yard.

A hand wheel and a painted arrow. Somebody decided where it goes, and on a bad day whether you can reach it is the whole question.

the bollard

Yellow means a person decided.

Every post, kerb line and hazard stripe out there was painted by someone who had already seen what happens without it.

the transfer hose

The most dangerous ten minutes.

Filling is when a yard is at its most exposed, which is why the things that hunt here have learned what a running pump sounds like.

the data plate

Stamped, not printed.

Capacity, working pressure, the year it was built and the yard it came from. Some of the plates out there are older than the colony.

PSI142
TEMP-31
FILL78%
VENTLOW
LINEOK

This is not set dressing. The yard is a weapon system you have to learn, and the difference between a good run and a dead Resurgent is usually which vessel you chose to stand behind.

what is out there

Something got in first.

All three are named below, with what they do and how they behave. There is nothing held back on this page.

confirmed

The Skitterling.

Low, fast, and it does not charge in a straight line — it moves in bursts and stops where you were not looking. Individually it is nothing. They do not arrive individually.

confirmed

The Rift Warden.

Taller than a hauler, and it is what holds an aperture open. It does not register on a compass, and a sidearm is not the answer to it. Kill it and the rift closes with it.

damage is a system

Types, zones, modifiers.

Where you hit matters as much as what with. Each damage type has its own colour, so you can read a fight without reading numbers.

it sounds like somewhere

The floor tells you.

Concrete, dirt, gravel, grit, metal and stone are all separate. You will hear what is under you before you look at it.

the bestiary

Everything that is out there.

Name Type What it is Status
SkitterlingswarmLow, quick, and it moves in bursts. Never arrives alone.playable
LurkerbruiserHeavier, slower, spits at range. Takes a magazine.playable
Rift WardenbossWhat holds an aperture open. Kills the rift when it dies.playable
ClingerambusherSmall, fast, and comes at you in numbers. Found at wreck sites and rifts.playable
Ashbornsolar eliteHeavy, slow and burning. Holds the bulk yards and its own ground.playable
Hollow Choirraid bossThree voices in three places, silenced on the same beat — the only fight that names the Quiet. The enemy is in the game and can be fought; the three-voice raid encounter is not built.in development
the fiction

EVENTIDE is not a place. It is a time of day that stopped ending.

A slow dimming came over this system and never lifted — a long dusk, decades deep. At that dusk reality runs thin: rifts open, the dead do not stay dead, and something on the far side began coming through. The stations that survived did it on bulk gas hauled up from the Basin, because the one thing the dark cannot take is a flame somebody is standing next to.

You are a Resurgent — someone who died out here and came back through a rift wearing their own body. You cannot stay dead while the Tide is in. That is the job, and the cost.

the three that hold it together
01

The Tide why you respawn

The dimming moves like a tide: it rises, it slackens, it rises further. Season 1 is “Tides Rise”, and that is not decoration — it is the schedule. While the Tide is in, death is not final in the places it has thinned; you reassemble at the last pod that held your pattern. It is also the timer on everything. When the Tide finishes rising, it stops giving people back.

this is the respawn, told straight
02

The Quiet seen once

The antagonist is not an army. It is a subtraction. The Quiet fades in from between the stars, and where it passes things stop having happened — a hauler that never docked, a name nobody can place, a yard that was always empty. It is never fought and barely seen. The enemies are its weather, not its soldiers: what crawls out of a thinned place, the way damp brings insects. Killing them does not hurt it. Sealing rifts does.

appears in exactly one cutscene, and nowhere else
03

The Yards the world you stand in

Light and fuel are the same resource. The stations run on bulk propane hauled from the Basin's yards, and a lit yard is a place the Quiet has not finished. The kerb striping, the banded bollards, the stencilled asset tags — that is not borrowed styling, it is the last industry still running, and the reason the palette is hazard amber against cold blue.

Frontier Basin feeds the yards · The Sink is where the Tide pools · Ashfall Yard went out · The Aperture is the wound
season 1 — tides rise

Twelve story missions. The only place the story moves.

Gated by rank, taken in order. A story mission pays roughly three times the experience of a field op the same length, and guarantees a rarity upgrade on one drop — the difference is meant to be felt, not read.

All twenty-two can be taken and finished in the browser build. You pick them up from the Quartermaster, the Line Warden or the Surveyor at the hub, and each story mission is locked until the one before it is done. ⚠ What that does not yet mean: they are contracts with the right names, targets and rewards — not bespoke set pieces with their own scripted scenes. The writing below is the spine those will be built onto.

# Mission What happens Status
01A DERELICT SKYYou came back. You do not know how many times.playable
02FIRST CONTACTClear the Skitterlings and open what they were standing on.playable
03A LONG SILENCEA yard where nobody is dead and nobody is there.playable
04WHAT THE TIDE LEFTThe first thing that came through is not a monster. It is a person, and they are wrong.playable
05THE QUIET YARDAshfall. The Quiet appears here, in memory only.playable
06RISINGThe Sink. Everything you sealed is open again.playable
07THE LONG BURNHold the line while the last yard purges.playable
08RESONANCEYou learn what a Resurgent actually is, and it is worse.playable
09THE WRECK FIELDFollow the drift back to where you woke up.playable
10THE HELD LINEHold one yard against a rising Tide until dawn.playable
11THE APERTUREThe wound itself. Go and shut it.playable
12EVENTIDEThe season ender. You do not win — you make the dusk stop rising.playable
quests and bounties

Three people at the hub, five quests each, and standing bounties.

Each of them holds a chain. Only the next link is ever offered — finish one and the next appears, which is why their board is short and always current. Bounties sit alongside and never run out.

Who Holds What they want Status
QUARTERMASTER5 questsGas, supply, and what moving it costs.
Pressure Drop · Short Haul · Salvage Rights · Cache Run · The Long Vent
playable
LINE WARDEN5 questsWhat crawls out of a thinned place.
Nest · Ashfall · Warden · Deep Nest · Two Wardens
playable
SURVEYOR5 questsHalf this basin is unmapped. That is the job.
Cold Start · Thin Ice · Seal · The Far Side · Dead Reckoning
playable
Bounties4, repeatableStanding work from all three — Skitterlings, Lurkers, salvage and survey. They never run out.playable
rank, power, and the six

Rank is you. Power is your kit. They are separate on purpose: rank runs 1–50, is earned with experience, and gates story missions and destinations; power comes off gear and gates activities. Kills pay a little, objectives more, sealing a rift well, and finishing a mission most of all.

The six stats roll on gear — defense, mobility, resilience, recovery, acuity and resonance. Resonance is the Tide stat: it governs how fast you reassemble and how close you can stand to a rift without it taking an interest in you.

the two cutscenes
I

The Coming Back playable

A wreck field, drifting. A hauler on its side, still lit. The camera finds a containment pod among the debris and moves toward it for a long beat. The pod glows. You materialise. It cuts on the light, not on the face.

plays before your first drop · skippable
II

The Quiet playable

Orbital, looking down at the night side: orange city lights, and a patch of them going out in order, not at once. The camera lifts to the star field and the Quiet fades in — a starless shape with an edge, moving against the drift. It does not act. It passes. The lights it crossed do not come back.

after Ashfall Yard · the only time it is ever shown
how it works

Every system, and what state it is in.

This is the whole machine — what runs today, what is half-built, and what is still only designed. Nothing on this page is teased and nothing is held back. The pills are honest: playable means you can do it right now in the browser.

SystemAreaWhat it actually doesStatus
Generated worldrenderingWebGL2, no libraries and no model files. Every mesh in the game is built in code at boot.playable
Pixel budgetrenderingRenders to a device-pixel budget capped at 1.2 million, so a phone and a desktop cost the same to draw.playable
Adaptive resolutionrenderingSamples its own frame rate twice a second and gives resolution back when there is headroom, or takes it when there is not.playable
Frame-rate readoutrenderingOn screen, always. “It feels laggy” is not a number.playable
Mouse and keyboardcontrolsWASD, mouse look, click to fire, right mouse to aim down sights, Shift to sprint, Space to jump.playable
Twin-stick touchcontrolsLeft thumb moves, right thumb aims and fires, and both sticks appear wherever the thumb lands rather than in a fixed corner.playable
Four zonesworldFrontier Basin, The Sink, Ashfall Yard and The Aperture, each with its own light, fog and quest.playable
RiftsworldThey open, they spill, and they stay open until you close them. A Rift Warden holds one — kill it and the rift goes with it.playable
Three enemiescombatSkitterling, Lurker and Rift Warden, each with its own movement and its own answer.playable
Loot, four gradesgearDrops roll a rarity grade and then roll modifiers on top of it, so two of the same weapon are not the same weapon.playable
PowergearOne number off everything you are wearing. It gates activities, and it is deliberately separate from rank.playable
Six statsgearDefense, Mobility, Resilience, Recovery, Acuity and Resonance roll on gear. Resonance is the Tide stat — how fast you come back, and how close to a rift you can stand.playable
The terminalgearSix tabs — overall, gear, inventory, skills, map and quests — on the TERMINAL button or Tab. It glows until you open it once.in development
Drag to equipgearPicking loot up works; moving it around the inventory by hand does not yet.not started
Rank and XPprogressionRank 1–50 earned by playing, separate from gear Power. Designed in full, not built yet.not started
MissionsprogressionFourteen field ops and eight story missions, named and ordered. Story missions pay about three times a field op and guarantee a rarity upgrade.not started
MusicaudioThe score, cut in two at a section boundary: the first piece is the menu, the second drops in with you and builds. A slider sets the level, or turns it off, and remembers.playable
CutscenesstoryTwo, storyboarded: the coming back, and the one time the Quiet is ever shown.not started
the honest bit

Thirteen of eighteen are live.

Everything above marked playable runs in your browser right now, on a phone as well as a desktop. The rest is marked exactly as far as it has got. We would rather show you a short list that is true than a long one that is not.

how to read a fight

Colour instead of numbers.

Each damage type has its own colour, hits flash, and the floor sounds different depending on what it is — concrete, dirt, gravel, grit, metal, stone. You can read a fight without reading a single figure.

the state of it

In development, in the open.

EVENTIDE is being built now. Some of what is below works, some of it is half a system with a good comment on top of it, and the honest way to say which is a list rather than a paragraph.

systems72
core systems online
content55
zones playable
polish40
art and audio pass
the rest20
everything we have not said
working

The body knows.

Feet plant on what is actually under them, arms solve onto the weapon, and the cloth is simulated rather than animated.

working

The loop closes.

Go out, take an objective, come back heavier. Every piece of that runs end to end today.

working

A sky you can look at.

Ocean, land, ice, cloud, aurora and night-side city light, with rings and a fracture pass. It is not a photograph.

in progress

The second act.

What happens after the first cache is written and not finished. It is the part we are least willing to talk about.

in progress

Co-op, properly.

Two bodies in one yard, both holding their own weapons, both casting their own shadow. Harder than it sounds.

not started

Missions, levels and cutscenes.

Fourteen field ops and eight story missions are written and ordered, a rank-and-XP system is designed, and two cutscenes are storyboarded. None of it is built yet. It is on the road to 1.0, in that order.

the signal

“A signal being received, not text being drawn.”

The wordmark at the top of this page is not an image. It is drawn live and run through the same treatment the game uses on its own title — four layers, and the restraint between them is the whole design.

layer 1 — always on

Chromatic aberration.

Red and blue sampled a fraction apart, and never more than a fraction. This layer does most of the work and must never switch off.

layer 2 — bursts only

Slice displacement.

Twenty-two rows; only the few above a threshold move, so a burst tears the word into bands instead of smearing all of it.

layer 3 — felt, not seen

Scanlines, rolling.

Drifting slowly upward, faint enough that you only notice it when it is taken away.

layer 4 — the colour

A cold energy bloom.

The same blue as the engine cores and the planet's limb, so the title belongs to the world rather than sitting on top of it.

And the restraint is the point. A permanently glitching title stops reading as an effect within about four seconds and just looks broken. So it assembles, settles, and then only twitches now and then. This page does the same.