Enlisted
TIERS 0–4Cadet Recruit
0 MERIT · +0%
Line Trooper
300 MERIT · +2%
Specialist Trooper
1,300 MERIT · +4%
Strike Sergeant
4,300 MERIT · +6% · +1,500 FLEET
Master Sergeant
11,300 MERIT · +8% · +3,500 FLEET
ANALYTICS
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PLANET 02 // CONTESTED WARZONEPLANET 02 // CONTESTED WARZONE
Humanity's new home, won the hard way: the Arks crashed here, and their survivors, the Commanders, built cities from the wreckage. Now it is the frontline of the war.
Alliances claim permanent Prime Mines across 75,000 persistent hexes, and deploy their 15-unit armies to hold them. When an enemy alliance contests a hex, the armies fight an automated battle across short, medium and long range; the victor secures the hex and extracts its Tin, Lithium, Titanium or Tungsten to refine at the alliance's own Alliance Forge.
LIVE RENDER // NUMBERED SERVER SHARDS
SERVER SHARDS
ONE SHARD, ONE SERVER
Each hexagon on the globe is a shard: a game server. Every Commander is aligned to a shard and fights the war there.
OPENS AS IT FILLS
When a shard fills, the next two shards open, and new Commanders are placed automatically into one of them, so every shard starts busy.
NUMBERED IN ORDER
Shards are numbered from 01 in the order they open. The globe is illustrative: the real number grows with the player base.
CROSS-SERVER
Shards are not sealed off. Sanctaris is cross-server, so Commanders from different shards also meet in play that spans servers. Which battles and events cross between shards is in design.
01 // THE MAP01 // THE MAP
MAP LAYERS
ILLUSTRATIVE // DRAWN FROM THE IN-GAME MAP. Positions are approximate; the counts per quadrant are the current design.
Sanctaris is a single persistent hex map of about 75,000 hexes. Seven zone levels, from L1 at the edge to L7 at the centre, get richer and more dangerous toward the middle, and the four quadrants are built identically so no alliance starts ahead.
L7
Apex Core
The High Commander's seat at the dead centre. Whoever holds it leads the shard, chooses a cabinet and issues Auron gifts to every Commander on it.
L5–L6
Inner Fortress
Major chokepoints and high-tier resource control. High-conflict PvP.
L3–L4
Mid-Territory
Mid-game expansion around the Governor Plateaus and Contested Treasures.
L1–L2
Outer Hives
Baseline harvesting, early progression and most alliance base slots: the hives where alliances start.
EVERY QUADRANT HOLDS
THREE KINDS OF MINE
Prime Mines
Permanent sites holding Tin, Lithium, Titanium or Tungsten. Claimed by alliances, with room for up to 7 gatherers depending on location.




Pop-Up Mines
Spawn periodically with smaller deposits of any ore, including Auron. One Commander at a time.
Forgeite Mines
Found along the Sanctaris fault lines and guarded by the Cybernetic Concord. Defeat them level by level to win Forgeite, a special material used only to forge and upgrade equipment.

POP-UP MINES: FIVE RESOURCES

Tin
SILVER ORE

Lithium
CYAN ORE

Titanium
PURPLE ORE

Tungsten
ORANGE ORE

Auron
UNIVERSAL RESOURCE
IN-GAME RENDERS // PRE-ALPHA
SANCTARIS IS PLAYED IN THE PC GAME CLIENT // THIS PAGE IS FOR INFORMATION ONLY
02 // HOW THE WAR PLAYS02 // HOW THE WAR PLAYS
DEPLOY
Send your 15-unit army to a Prime Mine your alliance claims.
CONTEST
An enemy alliance moves on the same hex. The mine is now contested.
AUTO-BATTLE
The armies fight automatically across short, medium and long range. Your composition decides it.
EXTRACT & FORGE
The victor secures the hex, extracts Tin, Lithium, Titanium or Tungsten, and refines it at their Alliance Forge.
FROM MINE TO FORGE // THE SANCTARIS LOOP
PHASE 3 // DEVELOPMENT STATUS
FULL ROADMAP03 // SEATS OF POWER // FIVE PLATEAUS03 // SEATS OF POWER // FIVE PLATEAUS
Every shard is ruled from its five plateaus: a Governor Plateau in each quadrant and the Apex Core at the centre. Alliances fight for them and elect governors, and one governor can rise to lead the whole shard.
IN DESIGN // NAMES, LEVELS AND SCHEDULES MAY CHANGE
4 PER SHARD // ONE PER QUADRANT
Each quadrant's Governor Plateau holds a district governor building. Win the battle for it and place an outpost over the building, and your alliance elects a District Governor, who gains attack, defence, HP and fleet size while in office and has Auron gifts to give to the alliance.
1 PER SHARD // THE APEX CORE
The leader of the shard, like a president. A District Governor whose alliance wins the battle for the High Commander building on the Apex Core becomes High Commander, chooses a cabinet and issues Auron gifts to the whole shard.
ALL FIVE PLATEAUS
March speed is reduced on all five plateaus, so every approach to a seat of power is slow and takes planning.
BUFF BUILDINGS // 50 PER QUADRANT
ILLUSTRATIONORBITAL RAIL BOMBARDMENT
A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.
ILLUSTRATIONHEAVY DEFLECTOR DEFENSE BUNKER
A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.
ILLUSTRATIONBIO-SYNTHETIC CATHEDRAL REPAIR FACILITY
A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.
04 // DAILY OPERATIONAL LOOP04 // DAILY OPERATIONAL LOOP

ARK WRECKS // 50 PER QUADRANT
What the Arks carried is still out there.
ARKS PER QUADRANT
50
EXPLORATION
DAILY
EXPLORATION REPORT // CRASHED ARKS
The Arks came down across Sanctaris, 50 in every quadrant. Explore them every day: on your own to rescue survivors, and with your alliance to recover technology tickets for alliance technology. Rescued survivors join your city, and each one gives a small bonus.
WITH YOUR ALLIANCE
TECHNOLOGY TICKETS
ON YOUR OWN
SURVIVORS
05 // MILITARY RANK // EARNED IN BATTLE05 // MILITARY RANK // EARNED IN BATTLE
Every Commander starts as a Cadet Recruit. Merit from ranked battles promotes you, and every rank adds attack, defence, HP and fleet size. Rank is earned on the battlefield and can never be bought.
AT HIGH MARSHAL OF THE FORGE: +28% ATTACK, DEFENCE AND HP · +70,000 FLEET SIZE
Cadet Recruit
0 MERIT · +0%
Line Trooper
300 MERIT · +2%
Specialist Trooper
1,300 MERIT · +4%
Strike Sergeant
4,300 MERIT · +6% · +1,500 FLEET
Master Sergeant
11,300 MERIT · +8% · +3,500 FLEET
Warrant Officer
25,300 MERIT · +10% · +6,000 FLEET
Sub-Lieutenant
51,300 MERIT · +12% · +9,000 FLEET
Sector Lieutenant
91,300 MERIT · +14% · +13,000 FLEET
Strike Captain
147,300 MERIT · +16% · +18,000 FLEET
Sector Major
222,300 MERIT · +18% · +24,000 FLEET
Fleet Commander
322,300 MERIT · +20% · +31,000 FLEET
Sector Colonel
452,300 MERIT · +22% · +39,000 FLEET
Brigadier
617,300 MERIT · +24% · +48,000 FLEET
Planetary General
822,300 MERIT · +26% · +58,000 FLEET
High Marshal of the Forge
1,072,300 MERIT · +28% · +70,000 FLEET
RANKED BATTLES ONLY
Merit is paid out after Prime Mine battles, rallies, alliance objectives and Concord invasions, to every Commander who fought and qualified.
FAIR FIGHTS
Attacking a far weaker Commander earns nothing, so rank cannot be farmed from new players.
TOPPLE THE LEADER
A rally that defeats a much higher rank earns double Merit, so alliances are rewarded for uniting against a runaway.
NEVER LOST, NEVER SOLD
Rank is permanent, and no purchase, pack or perk can add Merit.
06 // CYBERNETIC CONCORD // FIELD GUIDE06 // CYBERNETIC CONCORD // FIELD GUIDE
The Concord is one machine mind wearing many bodies: graphite hex plating held together by fields instead of joints, lit by the same core crystal as the fragments in the Asteroid Field. Small drones merge into bigger war-forms, and a wreck left alone starts to rebuild itself. Every type favours a range band, so the army you bring decides the fight.
IN DESIGN // NAMES, LEVELS AND SCHEDULES MAY CHANGE
SWARM · LV 1–5
Fist-sized drones that hunt in clouds. Easy prey alone, but a cloud left alive merges into a Warden.
SCOUT · LV 3–10
Lens-eyed scouts that map your territory. Destroy one before it escapes, or it marks your city for the next invasion.
PATROL · LV 8–20
Four-legged walkers on patrol between the hubs: the Concord patrols every Commander meets first.
RANGED · LV 10–25
Beam platforms that anchor on high ground and punish slow, close-range armies.
ARMOURED · LV 12–25
Shielded crawlers that soak damage for the units behind them. Break the shell first.
SIEGE · LV 15–30
Rams built to crack walls. They lead every Concord invasion and go straight for your buildings.
ELITE · RALLY ONLY
Six-armed field commanders, too strong for one Commander. Rally your alliance: a Hexarch keeps printing Motes until it falls.
GUARDIAN · MINE LEVELS
Guardians of the Forgeite Mines along the fault lines. Beat them level by level to win Forgeite.
APEX · WEEKLY
A walking factory the size of a city block. It builds its army as it moves, and lands once a week in every quadrant.
07 // WEEKLY THREATS // IN DESIGN07 // WEEKLY THREATS // IN DESIGN
Three weekly fights give every alliance a reason to log in together: one against the Concord at your door, one against its apex, and one against each other.
2–3 TIMES A WEEK
Concord cores sleeping in the Crashed Ark wrecks wake up, and waves pour out toward the nearest alliance hubs. Hold the line together: a hub that falls loses its buff for 24 hours, never for good, and everyone who fought and qualified earns Merit.
WEEKLY · EVERY QUADRANT
The Assembler lands on a fault line. Alliances rally against it in phases while it prints Hexarchs and Motes, and each alliance is rewarded for the share of damage it dealt.
WEEKLY · DECLARE, THEN FIGHT
Alliances in the same war division can declare war during a set declaration window and fight in a fixed battle window. An alliance can face only one declaration at a time, so nobody gets dog-piled, and results pay Merit on the fair-fight scale.
Sanctaris rewards stay in the game: parts, blueprints and Merit. There are no NFTs, no USDC and no paid entry in Sanctaris events.
08 // ORBITAL LIFT // IN DESIGN08 // ORBITAL LIFT // IN DESIGN
Alliances can launch surplus ore from Sanctaris to the Asteroid Field above Aetheris. Convoys fight their way up the transfer orbit, and what arrives builds Field Works for the war on the Concord. Nothing comes back down: every reward for lifting is earned and kept in the game.
IN DESIGN // NAMES, LEVELS AND SCHEDULES MAY CHANGE

An alliance building rebuilt from the engines of the crashed Arks. Members load surplus ore into its cargo bay, and convoys leave in fixed launch windows.
Escort fleets guard each convoy up the transfer orbit. Concord interceptors strike all the way, and rival alliances may strike during war windows.
What survives docks at one of the five Field Stations. Cargo a rival captures goes home to the rival's cities as plunder.
Lifted ore is used up building shared defences and infrastructure for the war on the Concord. Each finished work changes the field from the next season.
LIFT REWARDS // KEPT IN THE GAME
09 // COMMANDER BADGES // EARNED, NEVER BOUGHT09 // COMMANDER BADGES // EARNED, NEVER BOUGHT
Four service badges follow your Commander ID across both worlds and upgrade from grade I to V as your record grows. Badges show what you have done: nothing for sale can raise one, and they give no stat or prize advantage.
IN DESIGN // NAMES AND THRESHOLDS MAY CHANGE
Warfare record: battles won and Concord patrols destroyed
Exploration record: Crashed Arks, survivors rescued, asteroids scanned
Logistics record: deliveries made without being ambushed
Service record: alliance helps, technology donated, node work
MILESTONE
Genesis Enlistee
Joined the Genesis whitelist
MILESTONE
Secured
Two sign-in methods bound to your Commander ID
NEXT DEPLOYMENT // BADGE CONCEPTS
These designs are in development and are not earnable yet. Progress will come from verified play, never purchases.
PROGRESSION CONCEPT
Verified operations completed across Alliance Forge
UNIQUE HONOUR
Verified operations completed in both worlds, Aetheris and Sanctaris
BOTH WORLDS
UNIQUE HONOUR
Verified finder of the Core Fragment
ONE VERIFIED FINDER
PROPOSED THRESHOLDS // subject to playtesting and event verification
Numbers under each grade are the Reputation track record it needs. The tracks open with the games; until then every service badge starts at zero.
SEE YOUR BADGES IN MY COMMANDSANCTARIS ALPHA // PC
Be ready for the first battle
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