Build wherever your base reaches
Every match starts with a headquarters, a generator, a refinery, a harvester, a scout and 3,000 gold. Structures need power and go up only inside your reach.

Real-time strategy for the last of Earth's gold, and for the hidden worlds that cannot live without it.

2051
Project Elsewhere sealed each new universe inside a crystal small enough to hold in one hand.

2053
Its intelligence, Meridian, accelerated their clocks and watched whole histories unfold.

2054
Their people had children, governments, wars and ordinary afternoons. Earth's rules did not count them.

2055
Reactors, medicine and weapons crossed the boundary. On Earth, the discoveries were called autonomous research.

2061
Gold held their living magic together. Earth wanted more discoveries first.

2062
One crossing at Alexandria cascaded through the network. The world calls it the Opening.

2108
Whoever holds it decides which worlds keep living.
Concept art, not gameplay
Skip the storyStory trailer
In 2059 Elias Voss sold the world a miracle. In 2063 he testified about what it cost.
Raise a base from one headquarters, then power it, wall it and arm it.
Every match starts with a headquarters, a generator, a refinery, a harvester, a scout and 3,000 gold. Structures need power and go up only inside your reach.
Walls, gates and towers stop a raid while harvesters keep hauling gold home.
Each faction can raise one. When it charges, every player on the map knows.
Gold is finite. Every mine runs dry, so the map is always worth taking.
When the seam runs low you hear it, and your economy has to move before it stalls.
Scout through the fog, claim the next mine and unfold a command vehicle into a new headquarters.
Shared upgrades and six of each faction's own, from better armour to whole new abilities. A doctrine, one of three per faction, grows stronger with every fight.
Soldiers take cover, hold buildings and live to fight again.
Squads kneel behind walls and hedges, and find cover on their own when fire comes in. Where they stand decides the firefight.
Infantry garrison buildings and fire from the windows until the walls come down.
Retreat a broken squad, let medics patch it up, and it goes back in with the experience it earned.
Siege guns raise their barrels and drop shells on targets far beyond their own sight.
Every faction fields 18 units, 16 buildings, two unique pieces and a superweapon of its own.
Backdrops are concept art; the clips are pre-alpha gameplay.
“Earth will remain a home we can govern.”
Coordinated armour and dependable logistics: disciplined rifle sections, wheeled armour, rail artillery and repair crews that keep it all running.
“No world belongs to its container.”
Mobile combined arms and living barriers: swift scouts, shields grown by wizards, and vehicles built by chamber engineers.
“The network must remain alive.”
Precision fire and defended relay networks: drones, compact walkers and armour that share one standard chassis.
“A home is a promise kept.”
Improvised and resilient: converted civilian trucks, adaptable militia, and crews that recover what others leave burning.
Up to eight armies, free for all or in teams, against computer opponents on Easy, Normal or Hard.
One base. Twenty waves, or endless. Boss waves led by each faction's unique units. Easy, Normal or Hard on Glass Road, Weir Crossing, Bullion Cross and Arches Isle.

Sixteen missions across the Saffron Reach, starting with a convoy and a crystal that should be empty. The first three are playable in the pre-alpha.
Concept art
Online multiplayer and a map editor are planned. The Discord hears about every build first.
Join the DiscordWishlisting tells Steam to show Worlds Unbound to more players, and it tells you the moment the game is out.
Wishlist on Steam