Field Manual // Story And Lore

Alpha Planet Campaign

Human frontier colonies survive by dropping bunkers onto tiny unstable worlds, then defending them from a planet-sized monster ecology that wakes up in waves.

Story fragments

The Planet Cradle

The Ark Meridian holds tiny unstable worlds in a magnetic cradle, then drops a bunker onto the only safe zone before the route wakes. The carrier is not a menu backdrop. It is a working factory, command deck, arsenal, research bay, and trophy wall that mirrors what the server already knows the player has earned.

Use: Home screen and first mission setup

  • planet_cradle
  • factory_line
  • first_combat
  • server_owned_state

First Bunker

The first Riftborn are small enough to underestimate. Drones teach route pressure, Runners punish slow targeting, and Swarmers prove that count can be more dangerous than size. The first Cannon Battery does not make the player powerful. It teaches the player that one leaked enemy is still part of the war.

Use: m1-m10

  • enm_drone
  • enm_runner
  • enm_swarmer
  • twr_cannon

The Ledger

Frontier Command treats verified progression as a military ledger. Crews can request, display, and celebrate rewards, but the carrier cannot invent currency, unlocks, titles, or mission clears. That makes server authority part of the world: truth is not what a device claims, but what the front can replay and prove.

Use: Account, rewards, purchases, titles, and leaderboards

  • server_authority
  • leaderboards
  • iap_reliability
  • run_validation

Outer Ring Breach

The Riftborn stop behaving like wildlife at the Outer Ring. Shieldbearers protect packs, Bulwarks carry armour, Splitters punish bad kills, Phantoms hide information, Phasewalkers break static plans, and Hexbreakers sabotage towers. The enemy is no longer a swarm. It is an ecology learning military grammar.

Use: m11-m50

  • enm_shieldbearer
  • enm_bulwark
  • enm_splitter
  • enm_phantom
  • enm_phasewalker
  • enm_hexbreaker

Core Signal

A trapped salvage pilot named Toma En reaches the carrier through the planet core with one warning: do not follow straight. The campaign changes from colony defense into rescue and invasion. The Alpha Core is no longer distant background threat. It is a mind using routes, waves, and timing as language.

Use: m51-m100

  • m100
  • core_signal
  • toma_en
  • alpha_core

Siege Horizon

Siege worlds introduce threats that make simple builds fail: burrowers, nest shields, reflectors, chrono pressure, and long sustain waves. The carrier factory retools while the planet is already turning. Players should feel the shift from surviving waves to planning loadouts, commander identity, and Combat Perk timing.

Use: m101-m150

  • m150
  • loadouts
  • combat_perks
  • commander_choice

Twin Command

The Alpha Core learns that humans can solve single problems by naming them, so it starts pairing problems. Armour arrives with revive chains. Shield waves arrive with disruption. Phase pressure arrives with carrier spawns. Twin Command is the moment the campaign starts attacking the player's plan, not just the bunker.

Use: m151-m200

  • m200
  • stacked_command
  • carrier_burst
  • revive_chain

Titan Gate

At the Titan Gate, permanent progression becomes visible in fiction and mechanics. Bunker Plating, Core Damage, Factory Speed, commander levels, and premium-currency power all matter, but no upgrade places towers for the player. The wall is meant to feel prestigious, expensive, tactical, and honest.

Use: m201-m250

  • m250
  • stat_tree
  • commanders
  • premium_currency

Alpha Breach

The launch campaign ends with the Alpha Core turning every earlier lesson into a mixed command wave. Drones, shields, armour, phasing, disruption, revive, carrier pressure, and route tricks all return with sharper timing. Clearing m300 is not killing the Core. It is forcing the Core to open.

Use: m251-m300

  • m300
  • alpha_breach
  • alpha_planet_core
  • mixed_command

Endless Front

Unlimited Waves is the Rift without campaign mercy: deterministic server seed, open paid-power depth board, escalating enemy packages, and no promise that every wave is polite. Post-m300, the Alpha Core is only the first awakened node. Deeper worlds can bring weather controllers, path corrupters, siege swarms, and stranger cores.

Use: post-m300 and Unlimited Waves

  • unlimited_waves
  • post_m300
  • future_enemy_families
  • server_seed

Characters

  • Mara Vey: Acting planet-carrier commander. Distrusts clean victories because they often mean the enemy learned more than it paid.
  • Iona Serrat, Warden: Bunker-defense commander. Treats survival as active work, not passivity. Calm voice for bunker leaks and emergency repair.
  • Bex Quill, Engineer: Factory chief. Turns tower assembly, repair drones, and bad jokes into carrier morale.
  • Sera Myon, Oracle: Rift mathematician. Sees routes and waves as language. Believes prediction is just narrowing where surprise can hide.
  • Rook Aster, Vanguard: Aggressive field commander. Believes survival without initiative is only slower extinction.
  • Toma En: Recovered salvage pilot. First human voice from inside the Alpha Core. His warning is simple: do not follow straight.

Factions

  • Frontier Command: Industrial towers, carrier crews, commanders, salvage crews, hard-won upgrades, and bunker defense under pressure.
  • Riftborn: Alien monsters that behave like an organized ecosystem: drones, runners, shield symbiotes, regenerators, carriers, phase predators, and command beasts.
  • Alpha Core: A living planetary intelligence that learns from each failed assault and eventually commands entire mixed waves.

Campaign arc

  1. m1-m10 First Bunker: A survey colony goes dark. Frontier Command drops a bunker onto a cracked desert micro-world and teaches the player to hold one winding route with improvised towers.
  2. m11-m50 The Outer Ring: The Riftborn stop behaving like wildlife. Shields, armour, splitters, phasing, and hex disruption reveal that something below the surface is coordinating attacks.
  3. m51-m100 Core Signal: The carrier catches a signal from trapped human crews near the Alpha Core. The campaign shifts from emergency defense into a deliberate push through harder worlds.
  4. m101-m150 Siege Horizon: New burrowers, nest engineers, reflectors, chrono predators, and siege strains punish lazy builds. Players need loadout planning, commander identity, and better Combat Perk timing.
  5. m151-m200 Command Split: The Riftborn reveal multiple command minds. Human carriers split fleets across servers, making server-first races feel like a public campaign front.
  6. m201-m250 Titan Gate: The Alpha Core grows visible through the skybox. Worlds become fortress ecosystems. Strong permanent upgrades and tactical execution become mandatory.
  7. m251-m300 Alpha Breach: The launch campaign culminates in mixed command waves and a raid-boss-scale planet core. Winning is a server bragging right, not the end of expansion.
  8. post-m300 Deeper Rift: The carrier learns the Alpha Core was only the first awakened node. New worlds, enemy families, commanders, and tower specializations can extend the campaign indefinitely.

Landmark beats

  • m50: The carrier punches through the outer defensive ring while the bunker survives a coordinated phase assault.
  • m100: A human rescue signal flickers through the planet core, unlocking a bigger campaign purpose.
  • m150: The Riftborn deploy siege biology. The carrier factory has to retool mid-flight.
  • m200: Two command minds attack at once, forcing stronger commander and Combat Perk planning.
  • m250: The Titan Gate opens. The game should feel like a late-campaign wall with prestige pressure.
  • m300: The first Alpha Core breach crowns server-first players and teases the next expansion frontier.

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