LANTERN · CONCORDAT
A refugee convoy follows beacon-lit corridors toward a distant Lantern

Sector Nacre · Act I: The Edge Holds

THE

LANTERN

CONCORDAT

We-go tactical starship combat. Visual-novel campaign. Eight playable missions. Plan your orders, then watch both sides execute at once.

1. PlanIssue orders while the battle is frozen
2. ResolveBoth sides execute simultaneously
How It Plays

Plan. Resolve. Decide who you saved.

We-go turns, directional shields, capital momentum, and visual-novel consequences, all in one loop.

Four shield facings regenerate from the reactor. A struck arc stops healing; present a fresh one or focus fire to break through.
Directional shieldsRotate arcs, collapse theirsFour shield facings regenerate from the reactor. A struck arc stops healing; present a fresh one or focus fire to break through.
Allocate energy between shields, weapons, and engines each turn. Every commitment closes a door.
Reactor routingOne reactor, three demandsAllocate energy between shields, weapons, and engines each turn. Every commitment closes a door.
Story scenes carry the weight of every tactical decision. Characters remember what you failed to protect.
VN consequencesLive with what you choseStory scenes carry the weight of every tactical decision. Characters remember what you failed to protect.
Hulls carry real inertia through hard turns. Lead your maneuvers or drift out of arc.
Capital momentumA heading is a commitmentHulls carry real inertia through hard turns. Lead your maneuvers or drift out of arc.
See It In Action

Sixty seconds on the edge of the light.

The Score

The dark has a score.

Graphics set the scene, but the music tells the story the picture cannot: the dread, and the mercy underneath it. Press play and listen to where the campaign is going.

Now Playing

The Lantern Holds

Main theme. The benediction that opens every patrol, light against a vast cold dark.

--:----:--
What It Is

A we-go tactical starship game wrapped in a visual-novel campaign, in the spirit of Starfleet Command.

Command a Concordat task group posted to Sector Nacre: a failing Lantern hub, a refugee artery, and a sealed Ashfall route. Route power, point guns, choose which subsystem to break, then live with the story consequences.

Humanity survives only inside islands of light tended by machines it can no longer build. The battles decide who holds the light; the story decides who deserves it.

Reactor · Power Distribution

Drag the core. Every split is valid.

Enginesspeed + turn×1.0
Weaponsfire-cycle×1.0
Shieldsregen×1.0

A starved rail runs ×0.4; all-in hits ×2.2. The even split sits at ×1.0. You can never max all three.

One reactor, three rails: drag to allocate power between shields, weapons, and engines.

Post-battle result screen showing convoy losses and mission outcome
The Loop Closes

Lose convoy hulls in combat and the result screen names them. The next VN scene acknowledges the loss. Characters remember what you failed to protect, and the campaign routes accordingly.

Every tactical decision ripples forward. No resets, no abstraction.

8
Act I missions
We-Go
Turn system
5s
Resolve window
Godot 4.6
Pure GDScript
The War for Sector Nacre

World, people, and the missions that test them.

The Lantern Array illuminating inhabited space
The Lantern Array

Humanity lives only in systems held habitable by ancient mega-structures called Lanterns. People tend machines they can no longer build, read, or replace.

The Ashfall

The collapse is not backstory; it is the logic of the present. In the dim corridors, long-dead infrastructure is beginning to answer.

Allocation

To hold a Lantern is to hold habitability, transit, and legitimacy. Missions turn on who is protected, who is delayed, and who is counted as cargo.

Lost to allocationMercy has a manifest

No route without witness

Decide who stays in the light.

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