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 togetherThe 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 straightThe 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 elseThe 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 woundTwelve 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 |
|---|---|---|---|
| 01 | A DERELICT SKY | You came back. You do not know how many times. | playable |
| 02 | FIRST CONTACT | Clear the Skitterlings and open what they were standing on. | playable |
| 03 | A LONG SILENCE | A yard where nobody is dead and nobody is there. | playable |
| 04 | WHAT THE TIDE LEFT | The first thing that came through is not a monster. It is a person, and they are wrong. | playable |
| 05 | THE QUIET YARD | Ashfall. The Quiet appears here, in memory only. | playable |
| 06 | RISING | The Sink. Everything you sealed is open again. | playable |
| 07 | THE LONG BURN | Hold the line while the last yard purges. | playable |
| 08 | RESONANCE | You learn what a Resurgent actually is, and it is worse. | playable |
| 09 | THE WRECK FIELD | Follow the drift back to where you woke up. | playable |
| 10 | THE HELD LINE | Hold one yard against a rising Tide until dawn. | playable |
| 11 | THE APERTURE | The wound itself. Go and shut it. | playable |
| 12 | EVENTIDE | The season ender. You do not win — you make the dusk stop rising. | playable |
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 |
|---|---|---|---|
| QUARTERMASTER | 5 quests | Gas, supply, and what moving it costs. Pressure Drop · Short Haul · Salvage Rights · Cache Run · The Long Vent | playable |
| LINE WARDEN | 5 quests | What crawls out of a thinned place. Nest · Ashfall · Warden · Deep Nest · Two Wardens | playable |
| SURVEYOR | 5 quests | Half this basin is unmapped. That is the job. Cold Start · Thin Ice · Seal · The Far Side · Dead Reckoning | playable |
| Bounties | 4, repeatable | Standing work from all three — Skitterlings, Lurkers, salvage and survey. They never run out. | playable |
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 cutscenesThe 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 · skippableThe 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