Drop into a huge living world — rivers, forests, mountains, and fortified bases. Scrap the mechs you beat. Build the squad that carries your name.
▶ PLAY NOW — FREE











Sixty star systems, carved up between six Great Houses, the invading Wardens, and the mercenary companies who fight for whoever pays. Every dot below is a real world in the game — jump there, take its contracts, and tilt the war.
House Smith's realm — the Sun-and-Sword. Renowned cavalry doctrine, the Crown Army combined-arms tradition, and the Solraya Institute of Science.
Wealthy banking houses and assault-mech specialists. Kobalt social generals prefer big, slow, and well-armored.
The Kabuto. Honor, discipline, and elite light-mech doctrine. Dominion mech pilots fight with the giri of true samurai.
House Wang's realm of the Veil and Death Kobolds. Smallest of the Successor States but unmatched in deception, infiltration, and political ruthlessness.
House Osman's patchwork parliament. The most populous Successor State — endlessly fractious, but fielding more PocketMech factories than any rival.
A young Core Worlds nation carved from Dominion territory, now fighting for survival against the Warden invasion.
The combined might of the Suns and the Commonwealth. Industrial juggernaut with the deepest mech bays in the Core Worlds.
The interstellar communications priesthood. Neutral by oath, but their Com Guards stopped the Wardens at Ashfield.
Bloodname of Karst. The most pragmatic of the Crusader Wardens. OmniMechs, Elementals, and zellbrigen honor — but Wolves will adapt to win.
Aggressive Crusader Warden with a reputation for ruthless speed. Falcon Guards strike first and ask zellbrigen questions later.
Family-oriented Warden Warden that fights to protect, not conquer. Slow to anger; devastating when committed. Strong assault bias.
The Dragoons. The Core Worlds's most feared mercenary command — mysterious origins, peerless training, and the best mechs Proving Grounds can supply.
Forty-seven star systems across six biomes, each a persistent world with its own danger rating, factories, and front lines. A few carryPrecursor history — and the Precursor Navy strongholds that guard it.







Thirty-four PocketMechs from Class A scouts to Class D assaultmonsters — every one flyable, paintable, and refittable. And every commander starts BENEATH all of them, in a surplus tank: your first mech is earned with mission pay and salvage. The climb is the game. Tap any mech for its spec sheet.



































