The Collapse
The slow death of the Pyre and the fall of the star-empire. The age you were born to fight in.
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.
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.
The slow death of the Pyre and the fall of the star-empire. The age you were born to fight in.
The final city. Your social hub, vendors, and the wall between the fireteams and the void.
The tear the dying star left behind. Everything that hunts you crawls out of it.
The spark that resurrects you. Spend it as your Super — the Light made weapon.
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.
Frontline juggernaut. Drops cover for the fireteam, overshields allies, and finishes staggered foes with brutal shoulder-charges. High Resilience, unmoving under fire.
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.
Battlefield caster. Plants healing and empowering rifts, weaves crowd-control Supers, and keeps the fireteam alive through Grandmaster modifiers. Recovery-focused, endlessly useful.
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.
A battlefield engineer. Deploys turrets, drones, and traps, overclocks the fireteam's weapons, and turns any doorway into a fortified killzone.
A void-touched controller. Suppresses, freezes, and unravels entire packs — bends the encounter so your fireteam never has to fight it fair.
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.
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.
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.
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.
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.
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.
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 chassis — a natural role and three specs to grow into. Any class can build any role.
FixedOne of eighteen: your fixed element and a signature mechanic. Your most permanent combat choice.
Fixed elementTwo to three build-defining slots that rewrite how your kit plays. Where a build takes its shape.
2–3 slotsKeyword and stat tweaks, mixed and matched into your Aspect slots. Fine-tune the feel.
Mix & matchA passive tree of stat nodes and rule-changing keystones — the deep, permanent spine of a character.
KeystonesAffixes and Exotics — the chase, and where the meta actually lives. Swappable in a heartbeat.
Fluid · the chaseEvery 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.
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.
Horizontal, not vertical. Element is a delivery curve, not a power tier — so the chase stays about the roll, never the colour.
| 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 |
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.
Auto rifles · hand cannons · pulse rifles — infinite ammo, dependable damage.
Shotguns · fusion rifles · snipers — elemental burst for shields and majors.
Rockets · swords · machine guns — scarce ammo, room-clearing payoff.
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.
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.
Any activity. Fills your gear to the opening ceiling.
Strikes, Crucible, Gambit — capped drops above the world.
+1 to +2 gear from the hardest content in the game.
Uncapped bonus power that climbs all season long.
Six stats, three tied to your class ability. Build for the cooldown you want back fastest.
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.
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.
Open-world zones, public events, and lost sectors. Where every season's story begins.
Three-player matchmade missions that end on a boss. The daily grind, and a good one.
Strikes with modifiers, Champions, and a score chase. Grandmaster is the real wall.
Three-player endgame puzzles and boss encounters. Secrets, and Exotics behind them.
Six Guardians, mechanics that demand a callout, no room for a dead weight. The summit.
Guardian versus Guardian across control, elimination, and ranked. Your build, tested.
Bank motes, summon a Primeval, then invade the enemy team to stall their run. Greed kills.
Hand-crafted, story-driven quests that hand you a chase-worthy Exotic at the end.
Six enemy factions, each with their own rules of engagement — and Champions that shrug off everything until you bring the right counter mod.
Scavenger clans. Shields, shanks, and stealth.
Ritual swarms. Overwhelm and summon.
Armored military. Phalanx walls and artillery.
Time-machines. Teleport, replicate, adapt.
Corrupted husks. Reality bends around them.
Tyranid-like devourers from beyond the veil.
Elite enemies that hard-counter unprepared fireteams. Slot the matching seasonal mod, or don't bother shooting.
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.
The Pyre gutters out. Fend off the first Hollow incursions and light the beacons of the Last Bastion.
Arc storms tear across the Reach. A new strike, an Arc-charged exotic, and the first Gambit map.
Stasis creeps in from the Rift's edge. A frozen dungeon, new Champions, and the mid-year power surge.
The Rift splits wide. Year One's six-player raid drops — and a decision that reshapes the Bastion.
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.
Prices & contents are placeholder for this style concept — not a real store.
Join the fireteam list for beta invites, reveal drops, and the first look at Season 01. No spam — just the signal.