A resistance soldier crouches behind a ruined wall in the rain while a towering alien grips the stone above her
A squad tactics game

Echoesof Earth

The occupation took our world by taking our minds. The only defense is a bond you can never undo.

The world

Two worlds,
one occupier

The occupation never had to take Earth street by street. It only had to get inside our heads.

Nobody agrees anymore on exactly when the arrays went up. They rose along the Pacific Rim almost overnight, colossal towers anchored in the drowned industrial ruins of the Harbor Region, and from them came a signal that no one could hear but everyone obeyed. It doesn't feel like being controlled. It feels like not wanting anything at all. People still wake up, still go to work and still board the transports when they're told to, and not one of them ever asks where the transports go.

The few who resist do it from the edges of the network, in dead zones and flooded basements where the signal runs thin. Even there it is only a matter of time, because an unprotected mind cannot hold out forever. The resistance has always known it was fighting a war it could not win.

What nobody on Earth knew was that we were not the first. Long before the arrays came here, the same occupiers hollowed out another world and took its people prisoner. The symbiotes are a living species of light and memory, and the occupation does not see them as people at all. It sees fuel, and it burns them alive inside the amplifier towers that power the signal. The chains that hold humanity are forged from another people's suffering.

Then a resistance cell boarded a prison freighter drifting just outside the network's reach, hoping for weapons or supplies. What they found in the frozen holds was cargo that was alive, awake, and ready to make them an offer.

"They conquered our world first."
A lone soldier on the rain-soaked deck of an alien-infested freighter at night
Four stages of a symbiote bonding with a volunteer: filaments entering her neck, violet veins spreading, and her eyes opening violet
The bond

Choose it.
Keep it forever.

A human mind bonded to a symbiote cannot be commanded by the broadcast. That discovery is the entire resistance. It comes with terms nobody can negotiate.

  • 01It is permanent. Removing a symbiote kills its host.
  • 02It is voluntary. No orders, no conscription. Every soldier on the table chose to be there.
  • 03It outlives you. When a host dies, their symbiote survives, carrying what they remember.
What makes it different

Tactics with a memory

Turn-based squad combat in full 3D, with cover, flanking, overwatch and destructible ground. Every system is built around one idea: in this war, the dead are never entirely gone.

A bonded soldier projects a violet psionic shield over the squad as enemies close in
01 · ECHOES OF THE FALLEN

Your dead make you stronger

When a soldier falls, their symbiote lives on. Recover it and bond it to a new volunteer, and it brings the memories of every host it has lost, unlocking psionic powers shaped by who those people were. Leave it behind and the occupation will harvest it. Every loss is a scar and an inheritance.

A braided, glowing filament symbiote suspended in a specimen tank
02 · LIVING ALLIES

Not a power-up. A people.

The symbiotes are survivors of a conquered world with their own voice and their own stakes. You are not collecting upgrades. You are forming an alliance.

Tactical combat view with a hit chance readout and a psi inhibitor warning
03 · HONEST ODDS

See every number

Every shot shows its full breakdown before you commit: aim, cover, range, height, flanking. Rolls are seeded, so reloading a save won't reroll fate.

A towering armored alien warden advances on a soldier taking cover among rocks
04 · AN ENEMY THAT STUDIES YOU

They adapt to your habits

Lean on heavy armor and they load armor-piercing rounds. Field snipers every mission and something starts hunting the high ground. Good recon warns you what's coming before you deploy.

A squad of resistance volunteers in a dim bunker corridor
05 · BUILD YOUR SQUAD

Classes, gear, character

Scouts, snipers, medics, heavies and more. Weapons and armor are chosen freely per soldier, from salvaged rifles to armor grown by the symbiote itself.

Three stages of a desalination plant base transforming into a living biomechanical hive
06 · WHO WILL HUMANITY BECOME?

Symbiosis or humanity

Your hidden base grows with your choices. Embrace the symbiotes' living science and become something new, or turn the occupation's own weapons against it and stay human. You can't have both.

No hidden math

A miss you
can understand

Tactics games live or die on trust. In Echoes of Earth the odds are never a mystery: every factor behind a shot is laid out before you pull the trigger, and the roll behind it is locked in. The randomness is real, and so is the fairness.

Base aim75
Target in half cover−20
Height advantage+10
Close range+8
Target reflexes−5
Chance to hit68%
Illustrative example. Final values are still being tuned.
Watch

Cinematic concepts

Pre-production cinematic concepts exploring the tone of the game's story scenes. Sound on.

Prologue: In Plain SightRain, ruins, and something that should have seen her.
The BondA volunteer makes the choice that can never be taken back.
In development

The bond is permanent.
So is the war.

Echoes of Earth is in active development. Follow along for development updates, new art and the first playable build.