EB-001 · Release · Q2 2027

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.

Animus: Frontier — main menu concept art showing a mech silhouette over a horizon. 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
SIGNAL · INBOUND
Gameplay capture lands when the slice is ready to show. The devlog will say so first.
How it plays

One squad. One hand.
Every turn a puzzle.

01 / PILLAR

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.

02 / PILLAR

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.

03 / PILLAR

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.

04 / PILLAR

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.

05 / PILLAR

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.

06 / PILLAR

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.

Concept · pre-alpha

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.

Animus: Frontier — in-combat HUD with hand of cards, mech roster, enemy intent panel. SHOT 01 · IN COMBAT
Run-map / next-mission selection screen. SHOT 02 · RUN MAP
Main menu concept. SHOT 03 · MAIN MENU
Fast scout mech concept — glass orb body, long nimble legs, four arms.
CHASSIS 01 · SCOUT CLASS

The scout.

Glass-orb body, four arms, evades for a living. Shield-reliant, light armor — fragile until it isn't.

Assault mech concept — area control, push-and-burn.
CHASSIS 02 · ASSAULT CLASS

The hammer.

Pushes, pulls, denies ground. Best turn is the one where you put two enemies in the same square.

Release planned Q2 2027.

Frontier follows Convergence — same universe, mech-scale. Progress lands on the devlog first: design notes, slice milestones, honest captures.