Concept key art · pre-vis
Year One · Season 01: Ashfall · Free to enter

Nullpyre

The Light is dying. Refuse to go out.

A co-op looter-shooter set in the ruins of a collapsing star-empire. Forge a Guardian, chase power through the dark, and hold the line against the Corruption — solo, or in a fireteam of six.

Available on PCSteamPS5Xbox Series X|S
6
Guardian Classes
18
Specializations
7
Damage Elements
6-player
Endgame Raids
Reveal — First transmission

Watch the announce trailer

Nullpyre — Refuse to go out Concept pre-vis · announce cut
00 — The World

The Light is going out

A thousand years ago the Pyre — the last great star of the Light — began to die. As it dimmed, the Corruption poured through the wound it left in the sky: the Rift. World by world, the star-empire went dark.

You are a Lightbearer, dragged back from death by the last embers of that failing star. You do not age. You do not stay dead. And you are one of the few things left that the Darkness has learned to fear.

From the Last Bastion — the final walled city clinging to a habitable shard — fireteams push out into the ruin: to reclaim old worlds, to answer the seasonal threats crawling out of the Rift, and to hold the line one more night against a dark that has already all but won.

Hold the line. Refuse to go out.

Era

The Collapse

The slow death of the Pyre and the fall of the star-empire. The age you were born to fight in.

Haven

The Last Bastion

The final city. Your social hub, vendors, and the wall between the fireteams and the void.

The Wound

The Rift

The tear the dying star left behind. Everything that hunts you crawls out of it.

Gift

The Ember

The spark that resurrects you. Spend it as your Super — the Light made weapon.

Concept art
01 — Choose your Guardian

Six ways to carry the Light

Every Guardian is a Lightbearer, resurrected to fight the encroaching dark. Six classes, each with three elemental specializations — eighteen builds in all. Each class is a flexible chassis: it has a natural role, but that role is rebindable — any class can build any role. Pick your role in the fireteam, then re-spec on the fly as the encounter demands.

Concept vignette

Titan

Bulwark · Melee · Barricade

Frontline juggernaut. Drops cover for the fireteam, overshields allies, and finishes staggered foes with brutal shoulder-charges. High Resilience, unmoving under fire.

Specializations
AegisVoid
CinderguardSolar
BastionStasis
Concept vignette

Specter

Stalker · Precision · Dodge

Agile skirmisher built on tempo. Blinks out of danger, stacks precision multipliers, and executes with elemental blades. Highest Mobility on the roster — never where you last saw it.

Specializations
UmbraVoid
VoltaicArc
WeaverStrand
Concept vignette

Vanguard

Warden · Support · Rift

Battlefield caster. Plants healing and empowering rifts, weaves crowd-control Supers, and keeps the fireteam alive through Grandmaster modifiers. Recovery-focused, endlessly useful.

Specializations
DawnwardSolar
CurrentcallerArc
NullwardVoid
Concept vignette

Revenant

Reaper · Berserk · Lifesteal

A berserker that feeds on the fight — melee frenzies, health-on-kill, and heavy-weapon overkill. The deeper into the Corruption it wades, the harder it hits.

Specializations
ReaverStrand
PyrebornSolar
RavagerCorruption
Concept vignette

Artificer

Engineer · Turrets · Tech

A battlefield engineer. Deploys turrets, drones, and traps, overclocks the fireteam's weapons, and turns any doorway into a fortified killzone.

Specializations
GunsmithKinetic
ArcwrightArc
CryotechStasis
Concept vignette

Oracle

Seer · Control · Debuff

A void-touched controller. Suppresses, freezes, and unravels entire packs — bends the encounter so your fireteam never has to fight it fair.

Specializations
NullseerVoid
WarpmindStasis
DoomsayerCorruption
02 — The Fireteam

Three roles, one tight band

Roles differentiate contribution, not power. Damage sits in a 20-point band — DPS to Tank — so every role is a real damage dealer; identity comes from the specialty stacked on top. And role is a flexible build choice: any of the six classes can build any role — each just has a natural one.

DPS

Raw damage · the powerhouse

The whole kit points downrange — no compromises, the top of the band. The fireteam's damage engine, and the number every encounter's DPS-check is measured against.

Damage
100% damage

Healer

Keep the team alive · buffs

Sustains and empowers the fireteam through the hardest modifiers — and still deals real damage. Healing output is never scaled down; only the damage scalar dips a touch.

Damage
90% damage

Tank

Control · survive · hold aggro

Controls the room, absorbs the punishment, and holds the enemy's attention so the fireteam can work. Trades the least damage for the most enabling power.

Damage
80% damage
03 — The Spectrum

Seven elements. One is not like the others.

Subclasses draw on six aspects of the Light — plus the thing eating it. Switching element changes how you deal damage, never how much: match your damage type to a shield, chain the signature status verbs, and turn a room into a light show.

THE PYRE KINETIC SOLAR ARC STASIS STRAND VOID CORRUPTION

Horizontal by design

Six aspects of the Light orbit the Pyre as equals — no element out-damages another. Each engine is normalized to the same average output; it only chooses the delivery curve: burst, sustained, damage-over-time, or control.

The seventh, Corruption, is the Darkness itself — the thing eating the Light. Wield it and it wields back.

6 aspects of Light +1 Darkness

Kinetic

Precision
Raw ballistics — no status, just the headshot and the stagger that follows.

Solar

Scorch · Ignite
Stack Scorch until it detonates the target in an Ignition.

Arc

Jolt · Amplified
Chain-lightning Jolts between foes; go Amplified for raw speed.

Void

Suppress · Volatile · Devour
Lock down abilities, prime Volatile, Devour a kill to survive.

Stasis

Slow · Frozen · Shatter
Slow the horde to a Freeze, then Shatter the statues.

Strand

Sever · Suspend
Suspend them off the floor; Sever cuts the damage they deal.

Corruption

Unravel
The Darkness. Unravel spreads between targets — and it bites back.
04 — Build depth

The meta is gear-based

No class, spec, or element is the "right" answer — every version is viable and fun. Power and progression live in element-neutral stats and the gear you chase; the only meta is build-based, and it rotates with the loot and the seasonal artifact.

The build stack

Most permanent → most fluid
ClassLayer 01

The chassis — a natural role and three specs to grow into. Any class can build any role.

Fixed
SpecLayer 02

One of eighteen: your fixed element and a signature mechanic. Your most permanent combat choice.

Fixed element
AspectsLayer 03

Two to three build-defining slots that rewrite how your kit plays. Where a build takes its shape.

2–3 slots
FragmentsLayer 04

Keyword and stat tweaks, mixed and matched into your Aspect slots. Fine-tune the feel.

Mix & match
ConstellationLayer 05

A passive tree of stat nodes and rule-changing keystones — the deep, permanent spine of a character.

Keystones
GearLayer 06

Affixes and Exotics — the chase, and where the meta actually lives. Swappable in a heartbeat.

Fluid · the chase

No meta — a parity band

Every class × spec × element build clears the reference dummy within ±8% of its role's target time-to-kill. Base kits stay inside the band; only gear is allowed to push past it — that's the chase.

−8% TARGET +8% GEAR → DPS HEAL TANK
Base kits in band Gear can push past

Elements are horizontal

Switching element changes how you deal damage — burst, DoT, control — never how much. Every element engine is normalized, so you can swap your whole loadout's colour without losing a point of damage.

Kinetic Solar Arc Void Stasis Strand Corruption

Horizontal, not vertical. Element is a delivery curve, not a power tier — so the chase stays about the roll, never the colour.

The 18 specs — one per class and element. No class monopolizes an element; no element is the answer.
Class Kinetic Solar Arc Void Stasis Strand Corruption
Titan Cinderguard Aegis Bastion
Specter Voltaic Umbra Weaver
Vanguard Dawnward Currentcaller Nullward
Revenant Pyreborn Reaver Ravager
Artificer Gunsmith Arcwright Cryotech
Oracle Nullseer Warpmind Doomsayer
05 — The Arsenal

Every drop is a slightly different god roll

Three weapon slots, random perk combinations, and a rarity ladder that tops out at Exotic — where the rules stop applying. Chase the roll, masterwork it, make it yours.

Primary

Kinetic Weapon

Auto rifles · hand cannons · pulse rifles — infinite ammo, dependable damage.

Slot 01
Special

Energy Weapon

Shotguns · fusion rifles · snipers — elemental burst for shields and majors.

Slot 02
Heavy

Power Weapon

Rockets · swords · machine guns — scarce ammo, room-clearing payoff.

Slot 03
Common Uncommon Rare Legendary Exotic
◆ Exotic Hand Cannon

Last Sunrise

Kinetic · 140 RPM · Primary
Intrinsic — Dawnbreak
Precision kills reload from reserves and set the next round ablaze.
Barrel — Corkscrew
+Range, +Stability, +Handling. Balanced for the long fight.
Trait — Pyre Chain
Igniting a target refunds Super energy to the fireteam.
Solar Power 1810 Masterworked ★
05.5 — First look

Scenes from the front

Pre-visualization captures — stylized concept frames, not final in-engine footage. A taste of the fireteam fights, the elemental light shows, the loot, and the worlds you'll patrol.

06 — Power & Loot

Climb the power ceiling, then break it

Every piece of gear carries a Power number. Push through three soft ceilings toward the pinnacle cap — and tune six armor stats to shape your build around cooldowns, not stat sticks.

Soft Cap

World Drops

Any activity. Fills your gear to the opening ceiling.

1750
Powerful

Weekly Sources

Strikes, Crucible, Gambit — capped drops above the world.

1800
Pinnacle

Raids & Nightfalls

+1 to +2 gear from the hardest content in the game.

1810
Artifact

Seasonal Bonus

Uncapped bonus power that climbs all season long.

+30

Armor Stats

Six stats, three tied to your class ability. Build for the cooldown you want back fastest.

Mobility
70
Resilience
100
Recovery
80
Discipline
60
Intellect
40
Strength
50

Engrams drop encrypted. Decode them at the Cryptarch to gamble on a roll — or focus them with materials to target the stat spread you're chasing.

07 — Endgame

A ladder that never quite ends

Start in the open world. Work up through matchmade fights to no-respawn raids and Grandmaster Nightfalls, then step into the Crucible and Gambit when you want players on the other end of the barrel.

01

Patrol

Open-world zones, public events, and lost sectors. Where every season's story begins.

Solo · Open
02

Strikes

Three-player matchmade missions that end on a boss. The daily grind, and a good one.

3 Players
03

Nightfall

Strikes with modifiers, Champions, and a score chase. Grandmaster is the real wall.

3 · Modifiers
04

Dungeons

Three-player endgame puzzles and boss encounters. Secrets, and Exotics behind them.

3 · Pinnacle
05

Raids

Six Guardians, mechanics that demand a callout, no room for a dead weight. The summit.

6 · Pinnacle
PVP

Crucible

Guardian versus Guardian across control, elimination, and ranked. Your build, tested.

Player vs Player
PVPVE

Gambit

Bank motes, summon a Primeval, then invade the enemy team to stall their run. Greed kills.

4 v 4 v AI
Seasonal

Exotic Missions

Hand-crafted, story-driven quests that hand you a chase-worthy Exotic at the end.

Rotating
08 — The Darkness & its servants

Know what's coming through the rift

Six enemy factions, each with their own rules of engagement — and Champions that shrug off everything until you bring the right counter mod.

FAC-01

The Fallen

Scavenger clans. Shields, shanks, and stealth.

FAC-02

The Hive

Ritual swarms. Overwhelm and summon.

FAC-03

The Cabal

Armored military. Phalanx walls and artillery.

FAC-04

The Vex

Time-machines. Teleport, replicate, adapt.

FAC-05

The Taken

Corrupted husks. Reality bends around them.

FAC-06

The Hollow

Tyranid-like devourers from beyond the veil.

Champions

Elite enemies that hard-counter unprepared fireteams. Slot the matching seasonal mod, or don't bother shooting.

BarrierCounter · Anti-Barrier
OverloadCounter · Disruption
UnstoppableCounter · Stagger
Minor MajorEliteMiniboss Ultra
08.5 — The road ahead

Year One, season by season

Four seasons of story, threats, and loot — each one cracks the Rift a little wider. The seasonal artifact rotates the meta; the raid at year's end closes the chapter. Dates and contents are a placeholder concept roadmap.

Season 01
Ashfall

The Pyre gutters out. Fend off the first Hollow incursions and light the beacons of the Last Bastion.

Live now · Free entry
Season 02
Tempest

Arc storms tear across the Reach. A new strike, an Arc-charged exotic, and the first Gambit map.

Coming next
Season 03
Deepfrost

Stasis creeps in from the Rift's edge. A frozen dungeon, new Champions, and the mid-year power surge.

On the horizon
Season 04 · Finale
The Last Pyre

The Rift splits wide. Year One's six-player raid drops — and a decision that reshapes the Bastion.

Raid · Year-end
09 — Enlist

Pick your war chest

The base game is free to enter. Editions add the Year-One campaign, seasonal passes, and cosmetics for Guardians who want to look the part on day one.

Free to play
Recruit
$0Base game · always free
  • All 6 classes, 18 specs & the Spectrum
  • Patrol, Strikes, Crucible, Gambit
  • Full loot & power progression
  • Year-One campaign
Play Free
Most popular
Vanguard Deluxe
$59Campaign + Season 01
  • Everything in Recruit
  • Year-One story campaign
  • Season 01: Ashfall pass
  • Exotic weapon + catalyst
Wishlist Deluxe
Collector
Lightbearer
$99Year One · all seasons
  • Everything in Deluxe
  • All four seasonal passes
  • Founder's ornament set
  • 30-day early Raid access
Wishlist Collector

Prices & contents are placeholder for this style concept — not a real store.

10 — Fireteam up

Hold the line with us

Join the fireteam list for beta invites, reveal drops, and the first look at Season 01. No spam — just the signal.