[STUB] Devlog title
[STUB] Placeholder dispatch summary — replace with the first real devlog when published.
A turn-based isometric squad-tactics game, in development. Command AEGIS — humanity's last shield — against the Bloom, a cosmic horror rising from the deep. XXX
Standard forces retreat. Only AEGIS deploys — operators who are Anchors: rare humans who can hold their minds together in a place where reality won't. Their resistance isn't equal — the strongest Anchor steadies the rest, as long as they stay close.
For anyone who's ever loved deep-sea squad tactics. Find the signal, lock it down, deploy your squad, and hold the line — then bring the loot home and build toward the next descent. XXX

Action points, directional cover, line-of-sight, overwatch and reaction fire on a fog-of-war grid. Every die roll resolved server-side. XXX
A composable arsenal across 21 weapon sciences and 20 tiers — kinetic, energy, sonic, gravity and stranger things — with affixes, quality, and on-hit effects. XXX
32 unique operators with real histories. They level, they bond, they break — and when one falls, that loss is permanent. XXX
Hunt contacts across a collapsing world, manage research and funding, and spend the one thing you can't research more of: time on the doom clock. XXX
The Bloom doesn't just kill — it unmakes. Reality frays at the edge of every engagement, and unprotected minds come apart. Holding coherence is the fight. XXX
A 3,000-metre mobile fortress and your home, carrying the fight from the ocean floor out into alien space across a five-act campaign. XXX
Every roll is computed server-side — no fudged hits, no take-backs. What you see on the grid is exactly what the engine resolved. XXX
Half and full cover, true line-of-sight, and a fog of war that only lifts where your operators can actually see. XXX
Set a watch and punish movement — reaction fire triggers cell by cell as enemies cross your line. XXX
Range matters: fast targets slip shots at distance, but point-blank there is nowhere left to slip to. XXX
Burn, freeze, decay, shred — 21 weapon sciences with on-hit effects, layered against energy shields that soak damage until they don't. XXX
Smart enemies are more fun. We're building the Bloom's AI on Goal-Oriented Action Planning — the approach behind F.E.A.R's legendary firefights, developed by Jeff Orkin at Monolith. XXX
Every enemy has a role and instincts of its own — behaviour you can read, predict, and get punished for underestimating. XXX
The Bloom is not cannon fodder. Its leaders are being built to coordinate — flank, suppress, and spend their own like a commander would. XXX
No cheating, no omniscience: enemies will run battle-tested playbooks against you, with only the information they could actually have. XXX
When a Bloom wakes in the deep, it doesn't just kill — it unmakes.
Between deployments you'll run the Leviathan — a mobile fortress and your home on a campaign that carries the fight from the ocean floor out into alien space. Tactical missions feed a geoscape of research, growth, and hard choices.
Join the waitlist for playtest invites, devlogs, and launch news. Wishlists are how we make launch day count — the Steam page goes live soon. XXX
Built in the open. New dispatches on a steady cadence — combat, operators, and the road to the demo. XXX
[STUB] Placeholder dispatch summary — replace with the first real devlog when published.
[STUB] Placeholder dispatch summary — replace with the second real devlog when published.
[STUB] Placeholder dispatch summary — replace with the third real devlog when published.
Coherence: Decay is built by a single developer with a clear goal: use everything the best games of the last four decades have invented, and make it into an epic, story-driven adventure.
The focus: characters. I believe the original feeling of getting attached to your people in UFO, X-COM: Terror from the Deep or Jagged Alliance is one of the most interesting parts of the genre. I want to explore that in depth — with 32 unique, custom-designed characters, fully written by me, without any AI (see the AI Development Policy) — who get to live a truly epic journey.
Turn-based squad tactics, the classic X-COM loop and its deep-sea chapter, and cosmic horror.
The deep-sea squad-tactics loop — cover, line-of-sight, overwatch, and a doom clock that never stops. XXX
Tense, modern turn-based combat and a strategy layer where every decision costs you something. XXX
Build-defining loot, on-hit effects, and skill trees with the room to go endlessly deep. XXX
A living sandbox run by one developer for the long haul, deepened year after year. XXX
Operators with real histories you grow attached to — and consequences when you lose them. XXX
Systems-driven depth, extended horizontally and vertically over a multi-year build. XXX
Two deep trees, two different feelings of power — one for all of humanity, one for a single operator. A look at where it's heading. XXX
Unlock power for your squad, your ship, and all of humanity. Deterministic, science-driven progression across a sparse grid you traverse over the whole campaign. XXX
A class-based skill system inspired deeply by Path of Exile. Shape each Anchor into something only they can be — and, late in the journey, something more than human. XXX
This is an epic, endlessly replayable story in the spirit of the Path of Exile Atlas and the Starsector sandbox universe — a campaign you can keep playing long after the credits would have rolled, growing run after run. XXX
It begins on a collapsing Earth and reaches all the way to the stars: from holding the line in our own oceans, to taking the war onto enemy ground, to pushing for the heart of the galaxy itself. XXX
Launch is the full Earth campaign — Act 1, complete in itself. The acts beyond it are the long-term roadmap this game is built toward, not a launch-day promise. XXX
Hold the line on a collapsing world. Hunt the Bloom from the ocean floor and keep humanity coherent. XXX
Carry the war through the gateway. Strike the enemy on ground that was never meant for us. XXX
Take the fight to the stars. Push toward the galactic core — and whatever is waiting there. XXX
Box testAEGIS is desperate to find those who can handle the box test.
Find out moreJoin the waitlist for playtest invites and devlogs — and wishlist on Steam the moment the page is live. Wishlists are how we make launch day count. XXX
When we launch, everyone on the waitlist is entered. One signup wins a unique, named in-game weapon designed to their brief. Two more are selected to help name an operator or shape a story event inside the game. XXX