No more choosing
Today's space epics ask players to pick a disappointment: seamless worlds that never ship, or shipped worlds stitched together by loading screens.
Genesis exists to close that gap. One unbroken world where you walk a street, climb into a mech, and rise to a carrier deck without a single cut — scoped honestly, built one finished chapter at a time, and released as a complete game.
The Warrens
An inhabited construction stop. A city of never-finished concrete towers — open floor plates, empty window frames — occupied through salvage, tarps, containers, and improvised light. Rain enters where the envelope was never completed, and is caught, routed, and reused.
Beneath the streets: a complete tunnel network — chambers, drainage, vertical shafts — so traversal runs unbroken from sewer to street to rooftop. The Warrens is the game's first chapter and its proving ground.



Soldier · Mech · Vessel
Every scale shares one damage model, one status system, one HUD grammar. Learn the game once; command it at any size.

Personnel
On foot in the streets and tunnels — gunplay built on a layered defense model and a readable stagger economy.

Frames
An 18-metre war machine with boost and heat economies — district-scale traversal, pilotable today in the packaged build.

Vessels
Crewed capital ships with fitting budgets and fleet doctrine — the command layer the chapters build toward.
The wider setting
The Warrens is one city on one world. The Accords reach a good deal further.
Terran Concord
Working families inside an orbital arcology — the industrial heart the Accords were written to hold together.
Centauri
Ships owned by the crews that fly them, repaired in the berth by the people who depend on them.
Sirius Free Port
A market grown from whatever docked and never left — every module a different hand, bolted to the last.
Eridani
Housing, canteen and foundry on one circulation loop, because the shift never really ends.
The Seven Sisters
A culture built around the machine and the person inside it — and the crew that gets both back.
Ceti Lucid
Where the fleet is quiet and the dock is planted — a different answer to the same hard problem.
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.
The DarkWater Studios
We build in finished, shippable chapters — the studio grows only as fast as its work ships, so every role it creates is one it can keep. The goal beyond this title is durable development jobs and a return to craft-first, players-first game production.
The Vanguard Accords: Genesis is in active development in Unreal Engine 5, with the Warrens as its first complete chapter.
- Founded
- 2026
- Engine
- Unreal Engine 5
- In development
- Genesis
- Method
- Shippable chapters