Where to find us
Discord
Opens with the first public playtest, so there is a build to talk about on day one. The invite will be posted here and sent to the waitlist.
With the first public playtestDev log
Generated from the experiment records after every consequential change. The most reliable place to see whether the project is alive: read it.
LiveGuilds
A guild has a roster, ranks, an emblem, a banner, colours, statistics and seasons. Guild warfare is persistent sector control over a galaxy map, contested through matches and tournaments, and it pays out in prestige only: territory, titles, banners. Never power.
Account-wide identity is a first-class requirement, so individual progression, guild progression and statistics are tracked from the first persistent build, as cosmetics, titles and records.
Guild route doctrines
Breaklines are named, timed and shared. A guild's collection of routes and the plays built on them is the thing it actually owns. Movement Trials leaderboards will show guild tags from day one.
Planned · closed alphaTournaments and ranked
Ranked is planned for BreakFlag, Vector Arena, Duel, MachBall and Relay, with ranks from Initiate to Apex. Rank reflects skill by mode, not account age or spending. Everything gameplay-affecting is unlocked for everyone in competitive play, and tactical chains are available to both teams under mirrored rules even when faction cosmetics differ.
7v7 BreakFlag is the format we are building toward as a spectator sport. Replay and observer tooling arrive early enough to serve anti-cheat, moderation and content creation, and the velocity readout is the spectator identity: the number in the corner is the story.
Observer mode
Free camera, player follow, trajectory trails, the velocity and altitude of whoever the camera is on, and the tactical overlay that shows which chain is in progress. Built for casters, built before there are casters.
Planned · with replaysPlayer-made
Map editor
Terrain, Breaklines, intercept zones, sensor coverage. The same tooling the team uses to design maps.
Planned · 1.0Custom modes and server scripting
Community rule sets on community servers. LAN, dedicated servers and a server browser are already in the architecture.
PlannedModded servers
Welcome, clearly labelled, and kept out of official ranked play, which stays locked to official rules.
PlannedTransmissions
The Mach Wars are fought by four factions. Players are never faction-locked; matches are framed as proxy wars, tournaments and guild conflicts. Each faction, in its own voice. The full codex lives at machborne.com.
Priority channel open. Concord nodes hold the Lattice. Glide clean, Burn only on mark, break the Breakline as scheduled. Operators: your Mach Drive is licensed asset, not identity. Report vector drift. Order is the only velocity that survives the Wars.Helix Concord
Ascendancy burst, free sky ahead. Chart your own Break, claim the burn, leave Concord grids choking on our wake. Striders, Rangers: outrun the ledger. No permit on glory. If the Lattice flinches, we write the next map in Machlight.Frontier Ascendancy
Covenant seal active. Hold the line. Bulwarks to front, Mach Drives locked to oath-bandwidth. Glide is luxury; Burn is duty; Break is earned in formation. Deserters are Null. We do not scatter. We do not negotiate the Wars. Stand. Endure. Bind.Iron Covenant
…signal without flag… Lattice is cage. Drives are leashes. We unname the Break, unmake the Breakline, walk the gap where factions end. No Concord. No Ascendancy. No Covenant. Only operators who refuse the script. Disconnect. Become the static.Null Collective