DarkWaterStudios
A dropship descends into the Deepwell mine through a lightning storm
A DarkWater Studios game / In development

The Vanguard AccordsLast Stand

Deepwell is still transmitting.

No one inside is answering. Four Vanguards are sent down to find the missing crews.

Playable demoA Windows PC demo of Last Stand is available. Site artwork remains visual development art, not captured gameplay. Genesis is in active development in Unreal Engine 5.
01 / The descent

The mine is not empty.

The upper works are silent. The equipment is still running. The emergency beacon is still active.

Beacon active.No response.

The power is on. The lifts are dead. The only open route goes down.

Personnel channels / silentMotion / confirmed
A route descending through Deepwell
Deepwell / Signal unstable
02 / Combat

Hold the line. Then push deeper.

Side-on squad combat with fully 3D characters. Fight across three lanes of depth while the tunnels fill from every direction.

Visual development art showing the Vanguards fighting across a mining platform
Four operators.
One fight.
Choose a Vanguard and bring the squad, or play locally with up to three friends. The available Windows demo supports same-screen multiplayer.
01

Fire

No ammunition and no reloads. Every Vanguard fires without limit, so the fight is about where you stand.

02

Move

Jump, mantle and ride moving platforms through tunnels that climb as often as they fall.

03

Evolve

Five weapon paths per operator, three-charge specials, and three permanent evolutions that change how each Vanguard fights.

The full game is planned with online multiplayer for PC, console, and mobile. The available Windows demo supports up to four players on one screen; it does not include online play or console and mobile versions.

03 / The squad

Meet the Vanguard.

Gideon Rook, Bastion
Gideon Rook / Bastion
Bastion
He checks the team, not himself.

Gideon commands the rescue. He has led Sable, Tomas, and Iona for years and knows what each of them can handle. He took the Deepwell call because people were missing and someone had to go get them.

SpecialHold Fast
04 / Deepwell

Every level changes the rules.

The deeper the rescue goes, the less Deepwell resembles a mine.

Survey Crown
Depth 01

Survey Crown

Flooded Works
Depth 02

Flooded Works

Fossil Seam
Depth 03

Fossil Seam

Vent Cathedral
Depth 06

Vent Cathedral

Veyrketh predators in the depths
Motion detected / lower works

Every footstep carries.

The Veyrketh do not speak or use tools. They hunt through vibration and scent, they move fast, even the largest of them, and walls and ceilings do not slow them down.

The Vanguard Accords: Genesis. An armored frame in orbit above a fleet engagement
Also from DarkWater Studios

The Vanguard Accords: Genesis

Fight on foot. Dominate the battlefield in a war machine. Take command of a capital ship and tear through the stars. The Vanguard Accords: Genesis puts every scale of war in your hands: one soldier, one galaxy, and a conflict that changes with every choice you make.

GenreSingle-player action RPGEngineUnreal Engine 5Target release1 February 2029PlatformsPC / PS5 / Xbox Series X|SPublishingSelf-published
The premise

Every scale of war

A firefight in the streets can become a mech assault across the district, and end with you commanding a fleet above the planet.

Genesis is being built so each scale belongs to the same war, the same world, and the same player. You walk a street, climb into a frame, and rise to a carrier deck without a single cut.

Wide view of the vertical Warrens during a storm
Visual development / The vertical city
Rain-soaked industrial towers of the Warrens at night
Key art / Visual development
The setting

The Warrens

Residents walking through a wet market corridor
Visual development / Market corridor

The Warrens was never meant to become a city. Its concrete towers were abandoned before the walls and windows were finished, and people moved in anyway. Families built homes out of cargo containers, salvage, tarps and stolen power. Rain pours straight through the open skeleton and disappears into the tunnels below.

Beneath the streets lies another city: flooded chambers, forgotten service roads, drainage tunnels and vertical shafts connecting the lowest sewers to the highest rooftops. When the war reaches the Warrens, every level of it becomes a battlefield.

Swipe

The Pit and Chapel district under rain and industrial light
Visual development / The Pit and Chapel
Rainy cargo spaceport beneath the towering Warrens
Visual development / Cargo spaceport
Underground maintenance road lined with pipes and service lights
Visual development / The underground
One war, three ways to fight

Soldier / Mech / Vessel

What you learn on foot carries into every scale of the fight. Screens fail, plating breaks, structure gives, and damage behaves the same way whether you are on foot, in a frame, or aboard a warship.

Swipe

Warren citizens working inside a crowded triage and repair camp
Tier 01

Personnel

Fight on foot through the streets and the tunnels beneath them. Break through screens and plating, get at what they were protecting, and control the fight before heavier forces arrive.

Close detail of a mech's armored torso and arms
Tier 02

Frames

Eighteen-metre war machines designed for district-scale traversal, combining heavy firepower with boost and heat management.

Freight elevator carrying workers through the vertical city
Tier 03

Vessels

Take command of a crewed capital ship and carry the war beyond the planet, directing fleet-scale combat where a single order decides the fate of thousands.

DefencesScreens / plating / structureDamageOne modelControlsThe same at every scale
Missions

Every mission moves the war

Rescue a collapsing evacuation. Strip technology from a drifting wreck. Board a capital ship before its crew brings the guns back online. What you save, destroy or abandon changes what comes next.

Swipe

Heavy mech breaching the hull of a crippled battleship
Boarding

Hullbreaker

The battleship is crippled, but its crew is still aboard and working to bring the hangar back online. Get inside and reach it before they finish.

Squad escorting wounded aboard a medical frigate under fire
Extraction

Last Light

The evacuation is coming apart around you. The medical frigate is still out there, and reaching it is the whole job.

EVA salvage crews converging on a drifting wreck
Salvage

Who Gets The Wreck

One intact blueprint core is still inside the wreck. A rival crew is already aboard looking for the same thing. Get to it first.

Infantry, mechs and fighters assaulting a fortified control hub
Combined arms

Break The Sovereignty Hub

An enemy settlement holds because a single control hub anchors it. Reach that hub and put it out of action.

Infantry sabotaging a heavy power conduit as patrols approach
Sabotage

Cut The Shield Bus

The whole position runs off one shared power bus. Cut it, with patrols closing in around you the entire time.

An armed prize vessel drifting toward a crowded dock
Crisis

Unmoored Prize

An armed prize vessel is rotating into Dock 19. Stop it, and stop it without setting off a war between crews.

A darkened observatory holding an unexplained alien machine
Exploration

The Silent Gate

The observatory has gone dark, and there is a Choir machine inside it that nobody can account for. Find out why.

A damaged mech crossing a burning field of wreckage
Survival

No Command Ship

The command ship is gone. The debris field it left behind is still burning, and you still have to cross it.

Beyond the Warrens

The wider setting

The Warrens is only the beginning. Beyond its atmosphere, six human powers compete for territory, technology and control of what humanity becomes.

Six powers, risen from the wreck of the same empire. Each inherited the same debt from that collapse, and each did something very different with it. Read the six blocs. Something else reached the Frontier first: the Veyrketh.

Swipe

Terran Concord working-family apartment in an Earth-orbit arcology
Earth orbit

Terran Concord

Working families inside an orbital arcology, the industrial heart the Accords were written to hold together.

Centauri Tradewind frigate receiving cargo and owner-led repairs
Owner-operators

Centauri

Ships owned by the crews that fly them, repaired in the berth by the people who depend on them.

Sirius Free Port market street made from connected mixed-origin modules
Mixed-origin modules

Sirius Free Port

A market grown from whatever docked and never left. Every module a different hand, bolted to the last.

Eridani forge-station housing, canteen and industrial circulation
Forge stations

Eridani

Housing, canteen and foundry on one circulation loop, because the shift never really ends.

Seven Sisters Merope personal mech, pilot and launch crew at red dusk
Frames and pilots

The Seven Sisters

A culture built around the machine, the person inside it, and the crew that gets both back.

Ceti Lucid frigate docking in a clean garden-integrated berth
Garden berths

Ceti Lucid

Where the fleet is quiet and the dock is planted. A different answer to the same hard problem.

The long history

2070 to 3278

Twelve centuries brought humanity back together. They did not teach humanity how to forgive.

Swipe

Corporate security taking control of a civic building
2070s

Corporate Charters

Charters replace failing governments, and private security assumes public authority.

Citizens seizing a corporate utility as security approaches
2070s

The War On The Rich

Citizens seize a corporate-held water and power utility as private security closes in.

A water convoy trapped between rival patrols
late 2070s

The War On Resources

A civilian water convoy is caught between rival corporate-state patrols.

Evacuees watching a distant detonation from a shelter
2091

The First Exchange

Evacuees watch the first limited nuclear exchange from a closing shelter. No side is identified as firing first.

Colony lifeboats departing a burning Earth
2094

The Full Exchange

Colony lifeboats leave Sol: private, unequal and incomplete, as the exchange devastates Earth.

Survivors inside a long-term bunker
2094 to 2170

The Long Winter

Bunker survivors endure nuclear winter, a damaged atmosphere and failing infrastructure.

Survivors running for a bunker hatch during a solar storm
early 2100s

Surface Run

Survivors race an exposed facility for the bunker hatch through an extinction-grade solar storm.

The first Alpha Centauri habitat under construction
early 2100s

Alpha Centauri

Humanity's first extrasolar colonists begin the habitat settlement.

Independent survivor enclaves cooperating
c. 2150 to 2170

The Free Cities

Survivor enclaves cooperate without surrendering local rule.

Engineers restoring wetlands and forest on Earth
2200s

Reclamation

Free City engineers restore water, soil, wetland and forest before the colonies ever return.

Colony ships arriving at the TRAPPIST-1 worlds
2270s

TRAPPIST-1

The furthest and best-armed colonial wave reaches the tightly packed worlds.

Return ships discovering a rebuilt Earth
2278

Return To Earth

Colonial return ships find that Earth survived and rebuilt without them.

An aging generational fleet arriving at a developed system
2300s

The Generational Fleet

An aging sublight fleet arrives after decades in transit to find newer infrastructure waiting.

An early jump gate under independent construction
early 2400s

Jump Gates

Both sides of the Reckoning discover jump-gate technology within the same period.

The declaration of the Terran Ascendancy
2528

Terran Ascendancy

Terran forces achieve effective control of every human-settled system.

Seven Sisters forces resisting occupation
2528 to 2900

Sisters' Independence

The Seven Sisters declare independence and fight the occupation.

Forge workers halting a production line
fragmentation

The Forge Worlds Break

Eridani workers halt the line and refuse further Terran shipments. Independence without a shot.

Engineers disconnecting an administrative link
fragmentation

The Quiet Secession

Ceti engineers disconnect the last Terran administrative link. Local systems never falter.

Sirius Free Port forming from abandoned infrastructure
Ascendancy collapse

Sirius Free Port

Terran withdrawal leaves a neutral vacuum; traders and breakaway powers make a port of it.

Confirmed first contact with a Frontier power
before 3278

First Contact

Vherai, Choir and Kaeth sightings move from rumour to confirmed fact.

Visual development, not final gameplay. The images on this page are concept and pre-production art produced to establish the look and feel of the setting. They are not captured from a playable build, and the final game will differ.

DarkWater / In development

Unannounced

More when it is ready.

Project 03
The studio

The DarkWater Studios

DarkWater Studios is an independent St. Louis studio building ambitious, players-first worlds through focused development and responsible growth. It expands around proven need, so every role it creates is one it can keep.

Two Vanguard Accords games are in active development in Unreal Engine 5: Last Stand, set at Deepwell, and Genesis, set in the Warrens. About the studio

Founded
2025
Engine
Unreal Engine 5
In development
Last Stand / Genesis
Release
Complete, no live service
Join the Vanguard

Be there when it opens

Development updates, early looks at Deepwell and the Warrens, and first access to playtests.

We email when there is something real to show, and never sell the list. Press kit