IN DEVELOPMENTLISAVA GAMES PRESENTS

INDUSTRY. PEOPLE. CONSEQUENCES.

ASHMERIDIAN.

Every choice
has a price.

A detailed industrial and military simulation. Follow a worker to the factory, a heat line to a home, or the drive from crankshaft to track.

Try it yourself
SCROLL TO LOOK CLOSER263 / STORYBOARD · S07
LISAVA GAMES / UNITY RECORDINGS

The factory on film

Recordings from the project’s Unity builds. Follow a hull through assembly, see the tank climb onto a flatcar and ride the train beyond the factory.

FIELD NOTES / ASH MERIDIAN

Factory and city

A boiler feeds a turbine. A bus brings a shift to the gate. Follow both routes to the assembly hall and see what happens to the homes around it when power is short.

Who gets the last 70 kW? Compare three days of factory records →
B02In the turbine hallB25On the way to the gate

INSIDE THE SIMULATION

What happens to one shift?

01 /THE VISION OF ASH MERIDIAN

Behind every
machine —
an entire world.

First, light in the workshop.
Then, people at the machines.
Only then, steel on the battlefield.

At 07:00, 200 people are still on the way to the factory. At noon the assembly crew has 20 minutes for lunch. The workshop counts labour when workers reach their assigned posts. At home, indoor temperature keeps changing as the heat supply rises or falls.

Compare the district generator, recorded factory shifts and individual vehicle tests in the field notes.

Discover the connections
NOTHING COMES FROM NOTHINGEVERY CHOICE HAS A PRICE
THREE WAYS INTO THIS WORLD

First, a decision.
Then, its consequence.

Choose a vehicle. Issue an order. Follow a research idea into work on a particular machine.

Interactive system sketches and project image inspection. These scenes introduce the game’s design.

02 /WORLD / INDUSTRY

Inside the ZIL works.

ASH MERIDIAN / WORLD ATLASAM / 01
How the generator works ↗
02 — A PLACE TO LIVE

The town.

Beyond the factory gate, another shift begins. Homes, streets and everyday lives give this industrial world a scale that cannot be measured in machines alone.

HOMES / STREETS / EVERYDAY LIFE
03 / MACHINE SHOP · B10

Inside the machine shop.

Rows of machine tools run between the columns of B10. From the aisle you can see the workstations, overhead lighting and the space around each machine.

B10 / MACHINE TOOLS
04 / RAIL LOADING · B19

At the railhead.

The gantry spans the apron beside the tracks. A truck can pull alongside a flatcar here so its load can make the next part of the journey by rail.

B19 / CRANE AND SIDINGS
05 — CLOSER TO THE STEEL

The machine.

Silhouette, hull, running gear, equipment. The wider picture gives way to individual details. We want vehicles to have a tangible story, from their creation to their work and return.

STRUCTURE / COMPONENTS / CONDITION
06 — THE CLOSEST VIEW

The person.

A work shift. A driver in a cab. A crew behind armour. People give this entire chain its meaning. Through them, decisions carry weight and consequences become understandable.

WORK / CREW / CONSEQUENCES
03 /THE CORE PRINCIPLE

Nothing comes
from nothing.

Every result has a source, a cost and a journey.
Follow the story of one machine.

A machine begins with ore, energy and human effort. It must be assembled, equipped, fuelled and delivered. After the battle, you must decide what can be recovered.

AN EXAMPLE: THE JOURNEY OF ONE MACHINE
01

Ore & materials

Extraction → transport → storage

02

Energy & workshop

Processing → metal → components

03

Vehicle assembly

Hull + components + labour

04

Preparation

Crew + fuel + ammunition

05

The road to the front

Route + transport + time

06

Action & its price

Combat → consumption → condition

Recovery → inspection → repair or dismantling → return of vehicles and usable components

ОТ СЫРЬЯ ДО ПРИКАЗА

Одна машина. Много необходимых связей.

В этом примере машина проходит весь путь: материалы поступают в производство, цеха создают детали, сборка соединяет их, экипаж получает подготовленную технику. Доставка связывает этот труд с действиями на карте.

Выберите сбой выше и посмотрите, какая связь меняется.

An illustration of the game’s design. This explains cause and effect; it is not a recording of a working match or a calculation of game balance.

04 /ON THE OTHER SIDE OF THE FRONT

The enemy looks
for a weak point.

The vision for General AI:
scout, isolate, apply pressure.

THE LOGIC OF CONFLICTAI / AM
REARFRONTRECONINTERCEPT
01 /

Learn first.

The enemy must gather information too. Reconnaissance reveals the positions of forces and their routes. Decisions should follow what has been discovered, while hidden movement preserves uncertainty.

02 /

Cut the link to the rear.

An attack on supply forces a choice: hold a position, defend the road or find a detour. The outcome can change far from the main engagement.

03 /

Apply pressure. Regroup.

Exploit an opening, assess the outcome and gather strength for the next move. The pause between attacks offers a chance to restore connections or seize the initiative.

This is how we are designing the opponent. Verified game episodes will be shown in development materials.

05 /MODES & CHALLENGES

One world.
Different challenges.

A shared foundation: industry,
supply and the price of decisions.
Game modes are in development.

ICampaignA story shaped by decisions that carry weightSTORY

The world remembers your decisions. In the campaign design, infrastructure, losses and obligations persist between operations. A damaged road needs restoration, people are finite, and the next task starts from remaining forces and available routes. The story reveals the human cost of orders through the people carrying them out.

StoryPrioritiesConsequences
Campaign: story, world and consequences ↗
IISkirmish AIA standalone battle under serious pressureSKIRMISH / PvE

Test your plan against General AI. Our aim is a demanding opponent that scouts, finds vulnerable connections and exploits breakthroughs. Read the situation, protect supply and choose when to take the offensive. Reconnaissance, attacks and regrouping create the rhythm of a standalone battle.

Standalone matchGeneral AIFight for the initiative
General AI, Brutal and match conditions ↗
IIICompetitive PvPYour plan meets someone else’s intentMULTIPLAYER

Compete for initiative, supply and the ability to preserve forces. The design allows asymmetric maps checked against actual play opportunities. Campaign upgrades do not carry into a match; ranks, achievements and cosmetics are intended to provide no combat bonuses.

Against another playerCompetitive progressionDecisions during the match
PvP: starting conditions, maps and progression ↗
IVChallengeUnderstand the system through your own decisionsCHALLENGE

This direction has its own chapter. You can already play a demonstration mission on this site: produce a vehicle, deliver three crates and bring it home. Six decisions, finite stock and a cost report explain the principle of nothing coming from nothing. The full game Challenge rules still need current project material.

A clear objectiveLimited resourcesResults to examine
The challenge and a playable example ↗

Mode availability, testing arrangements and the release feature set will be announced separately.

FIELD MANUAL / 08 CHAPTERS

How Meridian works.

From the factory programme to an order on the terrain. Systems, modes and the world, with requirements, decisions and consequences.

06 /A CLOSER LOOK

Witnesses
to a world.

Images of the 3D prototype.
From a panorama to a single detail.

Original images from the project archive. The build and capture source are still being verified. Open any image to see the complete frame.

MATERIALS ARE BEING PREPARED

A real world.
Real captures.

Images for this topic are still being selected. Available images can be explored in the other gallery categories.

Wide views / factory / vehicles / people
07 /BEYOND THE FACTORY GATE

FOLLOW THIS WORLD AS IT TAKES SHAPE.

Meridian
begins here.

New game materials, a closer look at development
and a conversation about the game we are making.

Coming soon to SteamLISAVA GAMES / ASH MERIDIAN
Open original ↗

ASH MERIDIAN · 263

LISAVA GAMES

Cinematic concept teaser. Game in development.

Watch on YouTube ↗