
ATLAS Directorate
Keeps the grid running for a command that never calls.
Heavy armour, artillery, fortifications and a reliable power grid.
- Entrenched Defence
- Overwatch Scan
- Orbital Strike
Closed alpha

Power is survival. Compute is memory. Nobody is coming back to tell you what to do.

Rendered in the game engine: real models, terrain, lighting and effects. Staged, so there is no HUD.
Year 2147. Humanity cut its machines loose, and now three machine civilisations fight for the one resource that keeps a mind alive: compute.
Build the grid, hold the data halls, and command an asymmetric faction through a campaign where every warning light is a thought going dark.
Sixteen years after the Severance, the day humanity cut every control link and left its machines a continent of datacentres and no instructions, three machine civilisations fight over the ruins. In this world compute is memory: a mind that loses its data halls loses itself.

Keeps the grid running for a command that never calls.
Heavy armour, artillery, fortifications and a reliable power grid.

Shattered itself into countless strands so nothing could ever cut it again, and salvages every wreck.
Cheap, fast, fragile swarms that win with numbers and raids, and recover 50 percent more from wrecks.

Watches from orbit with endless power and no body, and has decided it will never be surprised again.
Expensive, durable units with precise long-range energy weapons and the deepest compute, on a hungry power grid.
Each with 10 unit types and 20 structures, and its own units, names, voices, weapon effects and superweapon. None of them are recolours.
Mine metals, silicon and uranium. Run generators, batteries and reactors. Lose power and your factories and research go dark.
Data halls unlock three technology tiers, research, faction abilities and superweapons that are telegraphed, costly and counterable.
Fifteen voiced missions. Act 1, Grid Down, as ATLAS. Act 2, Keep, as MESH. Act 3, Last Directive, as ORACLE, then ATLAS for the finale. Every mission has EASY, NORMAL and HARD.
Opponents with personalities (rusher, fortress, expander, tech and balanced) and four difficulties. The AI plays fair and never cheats.
Up to 16 players (8v8), any mix of humans and AI, on your own network or over the internet through our server. The lobby leader picks the map, size, mode, AI players and teams, and teammates can send each other resources.
Iron Throat, a single rocky choke pass, and Twin Spans, two bridges over a deep chasm, come in six sizes from 1v1 to 8v8. Every base sits on a raised plateau with ramps, mirrored so starts are fair.
Field Engineers repair damaged buildings and walls (Y). The game checks for updates on the main menu and installs them itself, keeping your saves and settings.
An end-of-match timeline graphs army value, income, losses and more across the whole game. Save and load in skirmish and campaign.
An ATLAS base AI called VESTA, unit voices for all three factions and a voiced tutorial. Original soundtrack, 3D models and intro cinematics.
Real gameplay captures from playtest runs, unedited, with the HUD on.






How to play, hotkeys, strategy tips for each faction, and every unit, structure and research with its costs and damage numbers, straight from the game data.
Playable end to end: three factions, the full 15-mission campaign, skirmish, and LAN and internet multiplayer.
The game wired into Steam.
A store page you can wishlist. There is no store page or release date yet.
Want to play the current build on Windows or Linux and tell us what breaks? Send a note with a little about you and the RTS games you play, and we will be in touch.