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Ships battle around an ancient orbital station above the industrial world of Anvil.

World vs World · In development

Six worlds.
One contested claim.

Your home world is your side. Beyond the gates, the citizens of Hearth meet at Anvil — and their rivalries become a war.

Concept art · Planned feature, not available to play yet

Welcome to Anvil

The Charter gave everyone the same claim.

A small world buried beneath ancient structures. More to survey than anyone understands. Six home worlds, each with a reason to call it theirs.

The Charter calls it claim contestation. The people on the ground call it war. Rival citizens can fight here, while Hearth remains a place to live, build and come home to.

The shape of the war

Home gives you a side.

01 / BELONG

Six world identities

Halcyon, Cairn, Kiln, Canopy, Fen and Wisp. The world you choose as home is the world you represent at Anvil.

02 / ALLY

Three seasonal pacts

The planned war pairs the six worlds into three alliances. Pairings rotate between seasons; your home-world identity stays with you.

03 / RETURN

Rivals, then neighbours

The citizen who fought you at Anvil can share a table with you back in Hearth. No player can take your homestead.

The territory-war vision · Proposed

A reason to hold the approach.
A reason to go inside.

We’re exploring a war over places worth reaching: stations, landing fields, extraction sites and relays. These ideas describe the direction of development, not finished mechanics.

Fight for the approach

The proposed station siege begins outside, with ships fighting to reach and hold the approach.

Take the interior

Boarding would carry the fight into a walkable station. Surface objectives would bring ground combat and air support together.

Make the claim matter

The reward direction is access, convenience, resources and recognition. Holding territory should never grant extra damage or health.

Capture rules, scoring, season length and rewards are still being designed. There is no announced release date for World vs World.

Before you cross the gate

Know what’s at stake.

Can another world attack my home?

No. Hearth is never contested. Your home and homestead stay outside the war.

Do I lose my equipment when I die?

No. Death costs time and position, never property. You keep your gear, inventory and ship; waking up elsewhere and making the journey back is the cost.

Is all exploration player-versus-player?

No. Anvil is the contested destination. Asteron’s dangers come from the world itself, and Hearth is safe from other players.

Can I play World vs World now?

The game is live, but the territory-war system is a future feature. These pages introduce its intended direction.

A rivalry worth coming home from

Fight for your world.
Come home to your people.

The war belongs at Anvil. Your home in Hearth stays yours.

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