Animus:
Frontier.
A tactical mech roguelike deckbuilder. Pilot-owned cards, telegraphed enemy intent, energy you spend, heat you can't ignore. Solve the board, survive the run, sharpen the build. Into the Breach × Slay the Spire, one decisive turn at a time.
EB-001 · FRONTIER · v0.1 SLICE
- Genre
- Tactical roguelike deckbuilder
- Setting
- The Animus universe · Mech-scale combat
- Platforms
- Steam · Windows · macOS · Linux
- Players
- 1 · Single-Player
- Engine
- Godot 4 · C# (.NET 8)
- Release
- Q2 2027 · Planned
One squad. One hand.
Every turn a puzzle.
Cards belong to pilots
Your hand is drawn from a shared pool, but every card is signed. Field your squad and you field their habits — friction is the feature.
Energy limits the squad
One pool. Every mech draws from it. Spend it on attacks, movement, dodges, or shields — but it's gone when it's gone. Cards that generate energy are how you escalate.
Heat limits the mech
Each chassis vents a predictable amount per turn. Push past redline for an extra action and you'll ride it until you shut down — losing your next turn, your dodge, and your dignity.
Enemy intent is visible
No fog, no surprise. Every enemy telegraphs its next move — where it's stepping, what it's charging, what it's about to blow up. Tactics is a conversation when both sides talk.
Builds escalate
Equipment generates cards. Artifacts bend the rules. Pilots level into signature plays. Every run gets stranger and louder until something cracks — usually the boss, sometimes you.
One canon, one Animus
Frontier is the boots-on-the-ground edge of the Animus universe. The same psychic field that warps empires in Convergence warps the people piloting these mechs. Same world, mech-scale.
First light on the grid.
What's below is the in-engine UI mockup pass — design system applied, real components, real layout. Final art will replace these as the slice fills out. The bones are honest.
SHOT 01 · IN COMBAT
SHOT 02 · RUN MAP
SHOT 03 · MAIN MENU
Release planned Q2 2027.
Frontier follows Convergence — same universe, mech-scale. Progress lands on the devlog first: design notes, slice milestones, honest captures.