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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