Agents & Systems
Story & World

DISENDYA

Story & World

A cyberpunk-fantasy RPG set in a world people don't choose to enter — they're pulled in by pain, and what they find on the other side is just as broken as what they left.

The Story

On the other side, something broke you. Or maybe it was breaking for a long time and you just finally hit the floor. Either way, the Lattice — the energy that holds reality together — responded to your pain, and now you're here.

Caldera. A city that doesn't care about your story because everyone here has one.

The original crossers arrived years ago, when the barrier between worlds was thick and the passage nearly killed them. They're legends now — scarred, powerful, and haunted by memories they can't share. You arrived in the new wave, when the barrier thinned enough that the crossing only costs you your past. You don't remember much. They remember everything. That difference matters more than anyone will explain.

Now you navigate a city where a megacorp extracts the planet's lifeblood to power a utopia built on top of a slum. Where a rebellion fights for liberation but can't agree on what that means. Where criminals keep the lights on in neighborhoods nobody else cares about. Where an ancient order watches from the shadows and decides who deserves to know the truth.

You pick a side. Or you don't. But the Lattice is destabilizing, the seal beneath the city is failing, and the rifts are opening wider. Whatever broke you on the other side — it's happening to more people every day.

That's not a coincidence. That's a countdown.

Caldera isn't waiting for you. Thousands of crossers already walk its streets — scheming, surviving, forming alliances, breaking promises. They arrived the same way you did. Some are ahead of you. Some are worse off. All of them remember your name.

Group with them. Betray them. Fall in love with them. Get stabbed in the back at 3am and spend the next week hunting them down. This isn't a world of quest-givers standing on corners. It's a city full of people as lost and dangerous as you are.

// They Arrived Before You

The Crossers

The original wave crossed when the barrier was thick. The passage nearly killed them. They remember everything — their old lives, the pain that pulled them through, the moment reality tore apart around them. You'll meet them in Caldera. What they know about the crossing, and what they won't tell you, changes everything.

Adam — Earth-side
Adam Wyss
Original Crosser

Hiding behind the mask long before the crossing gave him a reason to.

Origin Palm Beach, FL Crossing Acute Thread Lattice Affinity Status Ley Wardens — Lattice Scholar
Sung — Earth-side
Sung Park
Original Crosser

Watched the data. Saw the pattern. Couldn't look away in time.

Origin Los Angeles, CA Crossing Chronic Thread Earth Affinity Status The Ash — Intelligence
Evan — Earth-side
Evan Brennan
Original Crosser

The kind of kid who breaks quietly, so no one notices until it's done.

Origin Blauvelt, NY Crossing Acute Thread Physical Enhancement Status Unaffiliated — "The Ghost"
Aislinn — Earth-side
Aislinn Cole
Original Crosser

Held everyone else together. Nobody thought to ask who was holding her.

Origin Ravenna, OH Crossing Acute Thread Water Affinity Status Unaffiliated — Undercity Broker
// The Sport of the Undercity

Karev

Karev Arena — Concept Art
◆ Concept art

Three Balls. One Pitch. Sacred Truce.

Karev is a full-contact multi-ball sport played on destructible terrain that changes every match. Teams of eleven fight for control of three balls — each worth different points, each requiring different skills. The Ley Ball can only be moved by magic users. Your teammates have their own playstyles, strengths, and opinions about your strategy.

Home field advantage is real — and not in the "people clap louder for you" sense. The home team's architect designs the terrain. Walls, ramps, choke points, elevated platforms — all built to favor formations the away team hasn't seen until they walk onto the pitch. Add in a crowd that throws things at the visitors, refs with a suspicious tendency to look the other way, and arena geometry that changes depending on who's hosting — that's real home field advantage.

On match days, the Karev Truce holds. No fighting, no raids, no assassinations. Enemies sit together in the stands. It doesn't matter how bad things get out there — how many friends you've buried, how many districts have burned. Everyone needs a day off from the war. And from life. Everyone needs one thing they agree not to ruin. The last faction to break the Truce doesn't play anymore. In fact, they don't do a whole lot of anything anymore. Everyone else made sure of that.

3
Balls in Play
11v11
Teams
21
Points to Win
5
Arenas
// Five Powers. One City.

Factions

Five factions control Caldera — each with territory, agents, and an agenda that extends far beyond what they'll tell you. Your reputation with each affects who approaches you, who avoids you, and who sends people after you.

Voss Industries
Order through control.
The megacorp that built the Upper City on Thread extraction. They provide stability, infrastructure, and surveillance. To them, crossers are either assets to be utilized or variables to be managed. Their version of peace requires everyone to know their place.
The Ash
Liberation. At any cost.
The rebellion. Fighters, idealists, and people who lost too much to Voss to stay quiet. They agree on the enemy but fracture on the solution. Some want reform. Some want the whole system burned. Their conviction holds them together. Their disagreements might tear them apart.
Black Circuit
Everything has a price.
The criminal network that keeps the Undercity running. Information brokers, contraband dealers, fixers. They're not ideological — they're practical. They keep the lights on in neighborhoods nobody else serves, and they take their cut. Cross them and you lose access to half the city.
Ley Wardens
The old knowledge endures.
An ancient order that predates the city itself. They watch the Lattice, guard the seals, and decide who deserves to know the truth. They have answers to questions nobody else is asking. Getting those answers requires earning trust they almost never give.
Free Citizens
No banner. No leader.
Not a faction so much as the absence of one. Independent operators, unaligned crossers, people who refuse to pick a side. They survive in the gaps between the powers. Some of them are hiding. Some of them are watching. Some of them are more dangerous than any faction soldier.
// 61 Regions Across 6 Biomes

The World

Caldera rises in layers — Upper City gleaming above, Undercity sprawling below, and the Deep Below where the ancient seals are failing. Beyond its walls: corrupted wilds, magical wastelands, coastal settlements, highland plateaus, and the fungal underdark. Each biome is procedurally populated by the World Builder agent — and filled with autonomous characters living their own lives across all 61 regions.

Concept art below. In-game, these biomes are rendered as top-down pixel art tilesets at 48×48 resolution in the SNES tradition.

The City
The City
Upper City / Midcity / Undercity / Deep Below
Blighted Wilds
Blighted Wilds
Corrupted wilderness, toxic glow, twisted forest
Ley Wastes
Ley Wastes
Cracked earth, raw magic, broken pylons
Coastal Reach
Coastal Reach
Fishing villages, bioluminescent waters, sunset harbors
Highland Expanse
Highland Expanse
Windswept grasslands, standing stones, nomad camps
Fungal Underdark
Fungal Underdark
Bioluminescent caverns, spore forests, underground rivers
The seal is breaking.

The Lattice is thinning. The crossings are accelerating. The seal beneath the city is failing. And somewhere in the noise, someone knows why.

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