Earn every foothold.
Harvest physical resources, build regional power grids, and push beyond finite starting fields. Supply lines make territory matter.

REAL-TIME STRATEGY / IN DEVELOPMENT
The base may fall.
The command endures.
Build your army. Hold your ground. When the front breaks, unite your command and keep fighting.
Explore the battlefield01 / THE BATTLEFIELD
A modern combined-arms RTS built around the decisions you make together.
In a fractured near future, rival coalitions fight over Lattice-9: a dark crystalline resource threaded with amber veins. You begin with your own base, economy and army. What happens when those lines break is where LATTICE finds its identity.
Harvest physical resources, build regional power grids, and push beyond finite starting fields. Supply lines make territory matter.
Allies begin with separate treasuries, production and forces. Share control through Access Grants or entrust a permanent command.
Survive as a displaced commander, join an allied command, and fight toward a costly restoration of your independence.
02 / THE COMMAND SYSTEM
Your base is an anchor, not your entire place in the war. A displaced commander keeps surviving units and earned authority—and can request adoption even with no army left.
Your Core. Your treasury. Your army. Every ally begins with a complete command of their own.
Your Core falls. Surviving forces, personal capacity and earned Tactical Authority remain yours.
An ally approves your adoption. Serve as a Sub-Commander with a defined role and budget.
Escort and deploy a vulnerable Seed Core. Success restores your independent command.
PERMANENT COMMAND COMMISSIONS
Give an entire competency to a human Sub-Commander. A Defense Commission transfers existing and future defenses, related build menus and powers—with a guaranteed minimum budget and power allowance.
You lose that authority for the rest of the match, even if the receiving commander leaves. Temporary, revocable Access Grants let you share control before making that commitment.
03 / THE COALITIONS
Precision. Persistence. Coordination.
Different strengths. Meaningful tradeoffs.
PHASE 1 FACTION
“See first. Decide faster. Strike only where it matters.”
Precision forces, advanced sensors and a tightly connected Command Mesh. Build compact, see farther, and make every expensive asset count.



Visual explorations. Designs are not final.
Intelligence · Precision · Airpower
THE TRADEOFFPower-hungry networks. Costly losses.
PHASE 1 FACTION
“Nothing is obsolete while it can still reach the enemy.”
Refurbished armor, heavy artillery and standardized production. Recover what others abandon and keep the assembly lines moving.



Visual explorations. Designs are not final.
Durability · Artillery · Salvage
THE TRADEOFFSlow maneuver. Large signatures.
PLANNED BEYOND PHASE 1
“You are not fighting my units. You are fighting the pattern.”
Disciplined formations, autonomous swarms and synchronized industry. The Battle Weave makes the whole force more than its individual units.




Visual explorations. Designs are not final.
Coordination · Swarms · Production
THE TRADEOFFBroken formations. Relay dependency.
Faction profiles describe the full-game direction. The first playable slice focuses on Meridian and Foundry, with complete Tier 1 and selected Tier 2 forces.

RESOURCE DESIGNATION / LATTICE-9
Extract it. Haul it. Defend the route.
Collectors physically carry Lattice to your refineries. Safe deposits run dry. Richer fields draw you into contested ground, where distance, danger and congestion turn a supply line into a strategic decision.
FINITE FIELDS CONTESTED GROUND SLOW REGENERATION04 / DEVELOPMENT
The Phase 1 plan is a focused, land-based 3v3 vertical slice: two factions, a working economy, readable combat, and the command system that makes LATTICE different.
These are planned milestones, not a completion report. Naval combat, the full Mosaic faction, strategic weapons and campaign content sit beyond the first playable slice.
PHASE 1 / PLANNED MILESTONES
Selection, movement, weapons and data-driven units.
Harvesting, construction, regional power and research.
Six-player matches, fog of war and reconnection.
Adoption, permanent Defense Commission and restoration.
Distinct Meridian and Foundry forces, hazards and bots.
Checkpoints, host migration and long-session testing.
A complete 3v3 test battlefield and external playtest build.
A LOCKED DESIGN PRINCIPLE
“Players may pay for more ways to fight.
They may never pay to fight better.”
Sidegrades. No paid power.