Rites of Accord

Turn-based hex tactics with a Survival roguelite and ranked 1v1, set in a future Earth where techno-tribes settle their conflicts through ceremonial digital battles instead of war.

A hopeful vision of future Earth

The powers of capital clung to walled enclaves and private armies, but were overcome by communal movements with nothing left to lose. From the wreckage rose communes and tribes rebuilt around ecosystems, each shaped by the biome it calls home.

From frozen highlands to sun-scorched deserts, from mycelium networks to tidal shores, every community forged its own philosophy of survival, and in time its own way of fighting.

The rebuilt world

The Rites of Accord

When conflict returned, no one wanted another war. The world’s factions convened and built the Rites, ritualized contests fought in digital arenas before a watching world. Skill and strategy replace mass destruction. Outcomes settle disputes, redraw agreements, and keep the balance without burning the world again.

Territorial Control
Capture and hold hex objectives across the battlefield to earn victory points each round.
Rites
Each turn you draw a Rite, a side goal worth 2 to 6 VP, from an Essence offering at the heart of the board to a push past the center line. Both players can see each other’s Rites.
Achievements
One-time feats pay bonus VP: a single unit destroying three enemies in one round, or a whole round without losing a unit.
Essence Flow
Your units’ Resonance fills your communal Essence pool. All abilities draw from it, so you must thoughtfully allocate what to activate each turn.
The factions of the Accord

Six factions.
Six philosophies.

Glacial Chorus · Patient crystalline fighters who stand in formation and share every wound across the Choir.
Solar Nomadry · Desert caravans who live on the move, diving from the sky and hitting harder the longer they keep moving.
The Reforged · Volcanic worker communes who believe hardship makes everything stronger, and fight hardest when wounded.
Symbiont Ethos · Living fighters joined into one network, spreading Growth across the board and growing stronger together.
Tideborne Collective · Technocrats from floating cities who treat the Rite as a system to hack, with decoys and terrain that never stays put.
The Veilbound · Warrior-seers who strike from the fog, and the enemies they cut down rise again as echoes to fight for them.
Survival · Solo roguelite

Twenty waves. One squad.
Every fall leaves a scar.

Hold the line against twenty authored waves in four acts, each ending on a boss. Between waves, spend your credits in the shop and build the squad your way. A run saves after every move, so you can stop and pick it back up whenever you like.

Wave 19 of a Survival run: a Primal Avatar spreads its wings over the Glacial line, the score at 40,740
Wave 19 · The Last Night
  • Build between waves

    Spend credits on recruits, new abilities and stat boosts, one pick from each offer.

  • Boons for the whole run

    Ten run-long boons that change how your whole squad fights.

  • Heroes join the fight

    After wave 8, heroes such as Telik can join your squad.

  • Cheat death once

    A unit's first fall puts it in stasis. It returns next wave with a scar, and the second fall is final.

  • Feats pay credits

    Clear a wave flawless or fast, or let one unit go on a rampage, for bonus credits.

  • Same waves for everyone

    Every run in a season faces the same waves, so the season's leaderboard measures how you play.

Tactics that reward thinking, not grinding.

Every match is played in the open, with no hidden units and no fog of war. Victory goes to the player who reads the board, manages resources, and commits to the right plan at the right time.

Hex-Based Positioning
Line up pushes that slam enemies into walls and each other, catch clusters in area attacks, and use zone of control to pin them in place.
Force Buildcraft
Spend your points on units, loadouts and Upgrades, choose a subfaction, and bring a hero into the fight.
Ranked 1v1
Climb a seasonal ladder through six leagues, with cross-play between browser, Steam, phones and tablets.
Survival
A solo roguelite run of 20 waves, with a shop between waves, boss fights, and units that come back from a fall with scars.

See the Accord in motion.

Decisive turns, careful positioning, and a new Rite to chase every turn.

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