
Sector Nacre · Act I: The Edge Holds
LANTERN
We-go tactical starship combat. Visual-novel campaign. Eight playable missions. Plan your orders, then watch both sides execute at once.
Plan. Resolve. Decide who you saved.
We-go turns, directional shields, capital momentum, and visual-novel consequences, all in one loop.




Sixty seconds on the edge of the light.
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.
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The Lantern Holds
Main theme. The benediction that opens every patrol, light against a vast cold dark.
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.
Drag the core. Every split is valid.
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.

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.
World, people, and the missions that test them.

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

No route without witness
Decide who stays in the light.
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