ANALYTICS

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  • Current phase: PHASE 1, Genesis

PLANET 02 // CONTESTED WARZONE

Sanctaris

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.

TERRAIN
75,000 HEX
ZONES
7 LEVELS
ROLE
PVP EXTRACTION
ORES
4 METALS

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 MAP

Seven zone levels, four equal quadrants

MAP LAYERS

  • Apex Core: High Commander
  • Governor Plateau: District Governor
  • Alliance base slot
  • Contested Treasure
  • Crashed Ark
  • Buff Building
  • Stillfield: slower marches

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

Governor Plateau
1
Contested Treasure
1
Buff Buildings
50
Crashed Arks
50
Forgeite Mines
500
Prime Mines
360

THREE KINDS OF MINE

ALLIANCE

Prime Mines

Permanent sites holding Tin, Lithium, Titanium or Tungsten. Claimed by alliances, with room for up to 7 gatherers depending on location.

tin Prime Mine, in-game renderlithium Prime Mine, in-game rendertitanium Prime Mine, in-game rendertungsten Prime Mine, in-game render
SOLO

Pop-Up Mines

Spawn periodically with smaller deposits of any ore, including Auron. One Commander at a time.

PVE

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.

Forgeite Mine, in-game render

POP-UP MINES: FIVE RESOURCES

  • Tin Pop-Up Mine, in-game render

    Tin

    SILVER ORE

  • Lithium Pop-Up Mine, in-game render

    Lithium

    CYAN ORE

  • Titanium Pop-Up Mine, in-game render

    Titanium

    PURPLE ORE

  • Tungsten Pop-Up Mine, in-game render

    Tungsten

    ORANGE ORE

  • Auron Pop-Up Mine, in-game render

    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 PLAYS

Deploy. Contest. Extract.

  1. 01

    DEPLOY

    Send your 15-unit army to a Prime Mine your alliance claims.

  2. 02

    CONTEST

    An enemy alliance moves on the same hex. The mine is now contested.

  3. 03

    AUTO-BATTLE

    The armies fight automatically across short, medium and long range. Your composition decides it.

  4. 04

    EXTRACT & FORGE

    The victor secures the hex, extracts Tin, Lithium, Titanium or Tungsten, and refines it at their Alliance Forge.

SEE ALL 15 BATTLE UNITS

FROM MINE TO FORGE // THE SANCTARIS LOOP

OREMARCHED HOMECOMPOSITESSTRONGER ARMYWON HEXESMORE MINESFORGEITE MINESFORGES EQUIPMENTORBITAL LIFTONE WAY UP // IN DESIGNMINESPRIME · POP-UP · RAIDSALLIANCE FORGEREFINES ORE // COMPOSITESARMY & CITYTROOPS · BUILDINGSBATTLEAUTOMATED ALLIANCE BATTLESSANCTARISIN THE GAME
THE WHOLE LOOP RUNS IN THE GAME // ORE ONLY LEAVES BY THE ORBITAL LIFT, ONE WAY

03 // SEATS OF POWER // FIVE PLATEAUS

Who rules the shard

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

HIGH COMMANDERGOVERNORGOVERNORGOVERNORGOVERNOR

4 PER SHARD // ONE PER QUADRANT

District Governors

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

High Commander

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

Stillfields

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

Illustration: Kinetic Strike ArrayILLUSTRATION
IN DEVELOPMENT

Kinetic Strike Array

ORBITAL RAIL BOMBARDMENT

A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.

CAPTURABLE BUFF BUILDING
Illustration: Aegis Shield MatrixILLUSTRATION
IN DEVELOPMENT

Aegis Shield Matrix

HEAVY DEFLECTOR DEFENSE BUNKER

A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.

CAPTURABLE BUFF BUILDING
Illustration: Nanite Regeneration HubILLUSTRATION
IN DEVELOPMENT

Nanite Regeneration Hub

BIO-SYNTHETIC CATHEDRAL REPAIR FACILITY

A Buff Building. The alliance that holds it gains its buff for as long as it keeps control.

CAPTURABLE BUFF BUILDING

04 // DAILY OPERATIONAL LOOP

Crashed Arks: Daily Exploration

Illustration: a crashed Ark broken in two, with survivors and technology tickets marked
CRASH SITE // ILLUSTRATIONSURVIVORSTECHNOLOGY TICKETS

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 BATTLE

Rise through 15 ranks

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

Enlisted

TIERS 0–4
  1. Cadet Recruit

    0 MERIT · +0%

  2. Line Trooper

    300 MERIT · +2%

  3. Specialist Trooper

    1,300 MERIT · +4%

  4. Strike Sergeant

    4,300 MERIT · +6% · +1,500 FLEET

  5. Master Sergeant

    11,300 MERIT · +8% · +3,500 FLEET

Officers

TIERS 5–9
  1. Warrant Officer

    25,300 MERIT · +10% · +6,000 FLEET

  2. Sub-Lieutenant

    51,300 MERIT · +12% · +9,000 FLEET

  3. Sector Lieutenant

    91,300 MERIT · +14% · +13,000 FLEET

  4. Strike Captain

    147,300 MERIT · +16% · +18,000 FLEET

  5. Sector Major

    222,300 MERIT · +18% · +24,000 FLEET

Senior Command

TIERS 10–14
  1. Fleet Commander

    322,300 MERIT · +20% · +31,000 FLEET

  2. Sector Colonel

    452,300 MERIT · +22% · +39,000 FLEET

  3. Brigadier

    617,300 MERIT · +24% · +48,000 FLEET

  4. Planetary General

    822,300 MERIT · +26% · +58,000 FLEET

  5. 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.

SEE YOUR RANK IN MY COMMAND

06 // CYBERNETIC CONCORD // FIELD GUIDE

Know your enemy

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

Motes

Fist-sized drones that hunt in clouds. Easy prey alone, but a cloud left alive merges into a Warden.

BEST ANSWER
SHORT RANGE
DROPS
BASIC PARTS

SCOUT · LV 3–10

Seekers

Lens-eyed scouts that map your territory. Destroy one before it escapes, or it marks your city for the next invasion.

BEST ANSWER
LONG RANGE
DROPS
SENSOR PARTS

PATROL · LV 8–20

Wardens

Four-legged walkers on patrol between the hubs: the Concord patrols every Commander meets first.

BEST ANSWER
MEDIUM RANGE
DROPS
MANUFACTURING PARTS

RANGED · LV 10–25

Lancers

Beam platforms that anchor on high ground and punish slow, close-range armies.

BEST ANSWER
LONG RANGE
DROPS
FOCUSING LENSES

ARMOURED · LV 12–25

Carapaces

Shielded crawlers that soak damage for the units behind them. Break the shell first.

BEST ANSWER
SHORT RANGE
DROPS
HULL PLATING

SIEGE · LV 15–30

Breachers

Rams built to crack walls. They lead every Concord invasion and go straight for your buildings.

BEST ANSWER
MEDIUM RANGE
DROPS
DRIVE CORES

ELITE · RALLY ONLY

Hexarchs

Six-armed field commanders, too strong for one Commander. Rally your alliance: a Hexarch keeps printing Motes until it falls.

BEST ANSWER
A MIXED RALLY
DROPS
BLUEPRINTS AND MERIT

GUARDIAN · MINE LEVELS

Forge Sentinels

Guardians of the Forgeite Mines along the fault lines. Beat them level by level to win Forgeite.

BEST ANSWER
CHANGES BY LEVEL
DROPS
FORGEITE

APEX · WEEKLY

The Assembler

A walking factory the size of a city block. It builds its army as it moves, and lands once a week in every quadrant.

BEST ANSWER
EVERY ALLIANCE YOU CAN CALL
DROPS
BLUEPRINTS AND MERIT
SEE ALL 15 BATTLE UNITS

07 // WEEKLY THREATS // IN DESIGN

Hold the line

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 Invasions

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

Assembler Descent

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

War Windows

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 DESIGN

One way up

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

Illustration: a convoy of ore haulers climbing the transfer orbit from Sanctaris to a Field Station, escorts fighting off Concord interceptors
TRANSFER ORBIT // ILLUSTRATIONCONVOYESCORTSCONCORD INTERCEPTORS
  1. 01

    Launch Rail

    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.

  2. 02

    Transfer orbit

    Escort fleets guard each convoy up the transfer orbit. Concord interceptors strike all the way, and rival alliances may strike during war windows.

  3. 03

    Lift Berth

    What survives docks at one of the five Field Stations. Cargo a rival captures goes home to the rival's cities as plunder.

  4. 04

    Field Works

    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

MERIT
Qualifying orbital battles are ranked battles.
LOGISTICS REPUTATION
For every tonne your alliance delivers.
ALLIANCE TITLES
For the season's top lifting alliances.

09 // COMMANDER BADGES // EARNED, NEVER BOUGHT

Badges that upgrade with you

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

Vanguard

Warfare record: battles won and Concord patrols destroyed

  1. I STEEL100
  2. II COBALT500
  3. III NANITE2,500
  4. IV GOLD10,000
  5. V FORGED50,000

Pathfinder

Exploration record: Crashed Arks, survivors rescued, asteroids scanned

  1. I STEEL100
  2. II COBALT500
  3. III NANITE2,500
  4. IV GOLD10,000
  5. V FORGED50,000

Convoy Master

Logistics record: deliveries made without being ambushed

  1. I STEEL100
  2. II COBALT500
  3. III NANITE2,500
  4. IV GOLD10,000
  5. V FORGED50,000

Steward

Service record: alliance helps, technology donated, node work

  1. I STEEL100
  2. II COBALT500
  3. III NANITE2,500
  4. IV GOLD10,000
  5. V FORGED50,000

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

First Contact

Verified operations completed across Alliance Forge

  1. I1
  2. II5
  3. III25
  4. IV100
  5. V250

UNIQUE HONOUR

Interworld Pioneer

Verified operations completed in both worlds, Aetheris and Sanctaris

BOTH WORLDS

UNIQUE HONOUR

Core Discoverer

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 COMMAND

SANCTARIS ALPHA // PC

Be ready for the first battle

Claim your Commander ID now, and follow along for Sanctaris Alpha news.

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