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."
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.
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.
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.
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.
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.
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.
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.
Gallery
From the war room
Pre-production concept art. Not final in-game visuals.
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.