The run

Game

An isometric action RPG: mine, craft, raid a Vault, kill what guards it, and decide when to leave. The server decides what you actually carried out.

Cash out or push

Every run is the same question, asked louder the deeper you go: extract now for a smaller but certain haul, or stay while the fragment re-crystallises into something more valuable and more dangerous. It is the same uncertainty that defined the collapse of the old world, which is exactly why the game is built on it.

1. Mine

The Cave is a persistent open-air zone: iron and obsidian with a basic pickaxe, no key, no gate. It is where you go with nothing.

2. Craft

The gem of the previous tier plus the gem of your own forges the key to the next Vault. The chain closes on itself: the iron Vault drops obsidian, which opens the one after it.

3. Raid

Five Vaults, one god each, in order of gem hardness. The first needs no key, you learn to forge inside it.

4. Extract

Leave with what you carry. Push further and the Vault pushes back: rising pressure, escalating enemies, defences that know they are being robbed.

Pick your Runner

Your build comes with its own edge. Pick it alongside your class, at creation, for good.

Hacker

Sentinel

Juggernaut

Alchemist

More to come, we're unveiling Hyperion piece by piece.

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