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ASH MERIDIAN / VISUAL ATLAS

The world, up close.

Move from the factory panorama to the workbench, then inspect vehicles and individual assemblies. These are project captures and visual explanations of the 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.

06 /A CLOSER LOOK

Witnesses
to a world.

Development captures and film artwork.
From a panorama to a single detail.

Development captures and film storyboard illustrations. Each caption explains what is shown; the exact build is unconfirmed for some archive images. Open an image to inspect the detail.

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
Open original ↗