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

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

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

No ammunition and no reloads. Every Vanguard fires without limit, so the fight is about where you stand.
Jump, mantle and ride moving platforms through tunnels that climb as often as they fall.
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.

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





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.

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.
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.



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.
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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.
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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.

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

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.
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.
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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.

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

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

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

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

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

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

The command ship is gone. The debris field it left behind is still burning, and you still have to cross it.
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.
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Working families inside an orbital arcology, the industrial heart the Accords were written to hold together.

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

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

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

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

Where the fleet is quiet and the dock is planted. A different answer to the same hard problem.
Twelve centuries brought humanity back together. They did not teach humanity how to forgive.
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Charters replace failing governments, and private security assumes public authority.

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

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

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

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

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

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

Humanity's first extrasolar colonists begin the habitat settlement.

Survivor enclaves cooperate without surrendering local rule.

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

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

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

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

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

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

The Seven Sisters declare independence and fight the occupation.

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

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

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

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.
More when it is ready.
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
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