“Magic is chaos. Control is progress.”
High-Constructor Tiberius' order worships the logic of the machine. Brass, steam, oath-circuits, and drone swarms. Arcanum is a fuel to be bolted down.
Roguelite arena auto-shooter · Build-crafting
A roguelite arena shooter where you don't pick a weapon — you build a machine that fires itself while the swarm closes in.
Free demo → Early Access · Windows
No Steam page yet — the Discord gets the link the day it goes live.
“Understand the chaos. Master the control.”
[ CONDUCTOR ] ▌
The idea in three beats
Ninety seconds, three ideas. Everything below is just detail — read what pulls you.
Veridia · the Gear-Dawn
A century ago, miners struck Arcanum: sapphire, bio-energetic, addictive. Most who touched it became the Forsaken; a rare few Awoke as mages. Refined, it lit a second industrial revolution — steam, brass, and rune-magic fused into the arcanomechanical age.
Now two guilds wage a holy war through the Arena, while above them the Conductor tunes every gear toward one silent end. Gold is worthless here. Only Slag — half-molten metal fused with raw Arcanum — is coin.
“They call it fuel. We hear its weeping in the pipes that drain our world.”Elder Elara, the Arcanum Purity
The signature mechanic
A Gearwork is a node graph. A shot is born at a Core, flows down the pipeline, forks at splits, and every part transforms it — ignite, pierce, crit, accelerate. Reroute a pipe and the projectile physically changes path.
No slot count caps your build — the screenshot above is 21 weapon circles across 48 nodes, and nothing stopped it. Heat and arcanum are the only governors: a monstrous Gearwork is self-limiting, not forbidden.
Forks aren't cosmetic. Shots physically split, and each shard runs the compiled pipeline from that node down.
Physical Gearworks fire free on heat alone; magic ones spend arcanum per shot. Overbuild and you jam, vent, or run dry.
Typed fluids couple through pipes — visible synergies to chase, hidden resonances to discover, bad mixes to avoid.
How a run goes
Two rooms, traded back and forth. The Arena is where the machine proves itself; the Arsenal is where you answer what just happened to it. A run is twenty to sixty minutes of that argument.
Cull the Forsaken, chart the wasteland, take a pump house. Your machine fires itself — your job is footwork, heat and the vent.
Mid-fight, time slows and you pick: player stats or machine boosts. Never parts — parts are looted, never handed out.
Step in and the wave is over: the run's loot banks, the round advances, and you are back at the Arsenal. No screen, no pause.
Stash, shop, bench. Re-wire around what just dropped — or don't, and carry the machine that nearly got you killed one wave further.
Every fifth wave sends a boss. Clear the goal wave and the run is won — then it keeps going, endlessly, until something finally gets through.
Death ends the run, not the progress: the Äther-Kern you earned stays, and the next Gearmancer starts a little less mortal.
The three forces of Veridia
“Magic is chaos. Control is progress.”
High-Constructor Tiberius' order worships the logic of the machine. Brass, steam, oath-circuits, and drone swarms. Arcanum is a fuel to be bolted down.
“The machine wounds the soul. Harmony heals it.”
Elder Elara's circles revere Arcanum as a living force. Elemental fury, mutated beasts, raw magic — and a bitter, forced dependence on Covenant tech.
“Understand the chaos. Master the control.”
An ordinary human who left a guild and refused its dogma. You fuse magic into the machine — which is exactly why both brand you heretic. Both secretly know you matter.
Something is watching
It has no body and no face. It is the walls and the spawns, the traps and the turning gears — and the wasteland that rearranges itself around every step you take. It doesn't watch the Arena; it is the Arena. What it was built to do, no one living remembers.
Subject detected. The test begins.
It does not hate you. To the machine you are a variable — and variables get optimized out.
The roster
Close, relentless, steel-first. A Covenant defector who kept the armour and threw out the doctrine. His machines are physical: they fire free on heat alone, so the only thing that stops them is the vent.
Ranged arcane fury, rerouted through cold machinery. A Purity exile who caged the fire she once set free. Her machines drink arcanum per shot — build one too greedy and it starves itself mid-wave.
Weapons carry runed-in spells, and you learn one for the run — castable only while a weapon of that make is still in your machine. Swap the gun and you lose the spell with it.
Duelist, Mechanist, Scavenger, Resonant, Sentinel, Sharpshot — locked, and unlockable as the machine grows.
Screenshots
Straight out of real play on the current build — no concept art, no staged shots, nothing final. Click any frame to open it full size.
Release plan
Locking the Gearwork system, two heroes, and the core Arena–Workshop loop.
A full slice you can play for nothing — the demo comes first. The store page goes up before it does, and the Discord gets the link that day.
The full loop, more of the roster, deeper Gearwork content — priced fair and shaped by your feedback.
New heroes, bosses, Gearwork parts, synergies and balance passes — steered by the community in the forge.
The full game, once the machine holds under its own weight.
Dates are honest targets, not blood-oaths — a solo forge bends to reality.