
GAME PROFILE
CLAIMCLAIM
Humanity is expanding into the stars, and rival corporations are racing to claim it. Land on a hostile alien world as a frontier contractor: mine, build, power your base, pilot mechs, aircraft and vehicles and keep your supply lines running, as the planet and your rivals fight back. Humanity has outgrown its worlds. Co…
Humanity is expanding into the stars, and rival corporations are racing to claim it. Land on a hostile alien world as a frontier contractor: mine, build, power your base, pilot mechs, aircraft and vehicles and keep your supply lines running, as the planet and your rivals fight back.
Humanity has outgrown its worlds. Colonies, ships and entire civilizations now run on energy that only the frontier can supply, and the corporations racing to supply it have become more powerful than the governments that once regulated them.
Under the Frontier Extraction Accords, newly discovered worlds are carved up between rival corporations. The law out here is simple: you own what you can hold.
You are a contractor
You're not a hero or a soldier. You're a licensed contractor for the AXIOM Corporation, sent to the very edge of human expansion with a dropship, a handful of crates, and a contract to fill.
The company wants results. Deliver, and they'll send more supplies, better equipment and new recruits. Fall behind, and you're just another line on a balance sheet.
You aren't the only one here. Rival corporations hold contracts on the same worlds, chasing the same deposits, the same ground and the same profits. Every rich seam you find is one they want too, and the frontier has no referees.
Cut ore from the rock, hunt the wildlife, extract volatile Aether, and haul it home. Every resource is physical: you carry it, load it and move it, and every trip out is a risk.
Turn raw ore into ingots, ingots into plates, plates into parts, and parts into everything else. Lay out your refinery, fabricator and storage, and grow an empty patch of alien ground into a working industrial outpost.
Nothing runs without energy. Plug in generators and batteries, run cable to every machine, and pipe Aether through tubing to fill your tanks. Plan your grid well, because one cut line can black out half the base in the middle of an attack.
Climb into heavy machines built for the work and the war. Haul loads no clone could lift, then turn that same power against whatever comes over the wall.
Ore has to reach the refinery. Parts have to reach the line. Supplies drop from orbit, and someone has to bring them in. Keep your supply lines moving and the outpost thrives; let them break and it starves.
The native creatures are a hive, and they answer every step you take. Defend your claim with walls, turrets and a squad of clone troopers, push out to clear their nests, and decide how far you dare to go. More industry means more noise, and more noise means a bigger fight.
Every worker on the frontier is a clone, you included. Die, and the clone bay prints a new you, but every body costs the company, and the company is keeping count.
Online co-op. Bring your crew and split the work: mining, hauling, building, piloting, defending.
Hands-on physical mechanics. Carry, drag, plug in, load up, and occasionally drag a downed crewmate to safety.
Your claim, your story. Choose where to land, what to build and how hard to push.
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