The faction, location, and character canon behind the Alpha Planet TD campaign: who fights, where they hold, and whose voices carry the war.
Story fragments
Factory Line
Bex Quill's domain: tower assembly that never fully stops and is always a little on fire. Robotic arms fold like prayer machinery between drops, then wake to lift a new turret onto the arsenal floor when the Ledger authorizes it. The line does not grant power; it builds what the record already says a crew earned. Crews learn to read its warning lights the way sailors read weather.
Research Bay
The Stat Tree lattice, Combat Perk cores, and Dr. Anselm Roache's containment tubes share one bay. Slowed frost gel, shield-broken fragments, infected tissue under nanite quarantine, and dust orbiting a gravity bead all sit behind glass. Permanent upgrades are physical here - Bunker Plating, Core Damage, Factory Speed - but no lattice node places a tower for the commander. The wall is meant to feel earned, not automatic.
Trophy Wall
Proof, hung in a row. Landmark title plates light as the Ledger validates a clear; empty spaces stay dark and become accusations the crew pretends not to see. Ring Spearhead, Signal Pioneer, Twin Pioneer - each plate is a server fact, not a claim. Quartermaster Odell Tanser dusts the empty slots like they owe him money.
Docking Bay
Scale and convoys and events, and the rescue pods that have not yet rescued anyone. Sister-Warrant Cael Dumont keeps a shielded candle burning here for the unrescued. When the Core Signal era opens, the bay fills with pods built for crews the carrier has only heard as static. The bay is where the war stops being abstract and starts being people.
Ochre Colony
Three hundred families under a cracked ochre sky, rebuilding on stone that still remembers the drop. The first colony the player saves and the reason the campaign has a heart. Governor Perenna Lund reports shelters holding and generators coughing; a colonist child called Little Ovi draws the cannons that defend her home until they have faces. The colony asks only that those faces stay pointed outward.
Glasshold Colony
An Outer Ring settlement grown careful and political, where survival is negotiated as much as defended. Governor Tam Rise trades alliance support for shelter guarantees and introduces the social layer of the war: not every foothold is held by firepower alone. Glasshold is where a commander learns the frontier keeps score in favors as well as kills.
Cassan Reach
A cluster of deep worlds old enough to have watched three carriers pass through and keep going. Governor-Elder Miu Cassan speaks for it: shrewd, unhurried, unimpressed by rescue that arrives loud. The Reach frames the Rift as lived-in rather than blank frontier - a place with a memory longer than any single crew's tour, where the newest carrier is just the latest to promise.
The Drop Zone
One defensible shelf on a hostile platform, chosen before the route wakes. The bunker falls from the Ark Meridian like a nail from the hand of a god and anchors the only ground a colony will get. Deck Chief Boone Kade names each one before it lands, because superstition needs handles and catalog numbers have none. If enough Riftborn reach the bunker, the foothold is lost - the drop zone is the whole war compressed to one narrow shelf.