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Phantom Zenith Origin

An online co-op action RPG. There is more work beyond the wall than Haven Core has people willing to do it, so it contracts Runners: licensed, independent, and paid on delivery. One to four per deployment.

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Four Runners silhouetted on a ridge, looking out over the dust flats beyond Haven Core
PLATE 01 // KEY ART // A CREW ON THE RIM ABOVE THE DUST FLATSPLACEHOLDER ART // CURRENT WORK ON DISCORD + SOCIALS
PZO // CORE LOOP

Running Contracts

Prep, deploy, hunt, repeat.

  1. 01

    Prepare in the hub

    Take a Contract from the Contract Board at the Groundwork Office, or deploy on a freeform patrol.

  2. 02

    Deploy via the Transporter

    The Transporter opens onto active Contract areas, any Stage you have unlocked, and any Checkpoint Buoy or Transit Spike your crew has left active.

  3. 03

    Clear the Stage

    Complete the objectives, clear what is down there, take down the boss. Collect your loot and head back to Haven Core.

  4. 04

    Return and upgrade

    Tune your equipment with Ratchet (stat tuning) and Reforge (Trait reroll). Check the shop and trade with other Runners to refine your loadout.

A Runner stepping into the glowing column of the Transporter
PLATE 02 // DEPLOYMENT SEQUENCE // RUNNER ENTERING THE TRANSPORTER COLUMNPLACEHOLDER ART // CURRENT WORK ON DISCORD + SOCIALS
ORRYX // PLANETARY BRIEF

The world

The Mir arrived on a one-way ark ship centuries ago. The colonization plan did not survive contact with the planet, and the first century was failure and population decline. The enclaves that were left consolidated because the alternative was extinction.

Orryx
The planet. Settled for centuries, surveyed in patches, still largely uncatalogued past the wall.
Refractant
Crystalline growths and veins that bend radiation and distort local physics. Modern civilization runs on it. It is also why most of the planet is uninhabitable.
Haven Core
A bustling walled megacity, the largest concentration of governed civilization on Orryx. An electoral autocracy carved a stable city out of the planet's tumult, where the descendants of those first harried colonists are now able to enjoy a semblance of normalcy.
Runners & Handlers
Runners hold a license to operate outside the wall. Handlers source contracts, filter them to a Runner’s skillset, and provide informational support in the field. The relationship is a commission arrangement between peers, with no chain of command; a Handler cannot order a Runner to do anything. Runners who work without one are rare.
A Refractant crystal bloom rising from the dust flats beside a river canyon
PLATE 03 // ORRYX SURFACE // REFRACTANT BLOOM ON THE DUST FLATSPLACEHOLDER ART // CURRENT WORK ON DISCORD + SOCIALS
RNR_REG // CLASS ROSTER

Runners

Runners come in as many forms as the people of Orryx itself. The ubiquitous Mir, graceful Sire and reliable Karn are all represented amongst the ranks of this freelance profession. Runners are licensed and certified to work beyond the reach of civic authority, and some districts of Haven Core have developed around the industry.

Vanguard

VAN
HP WP ATK DFX RSN IMT

Frontline work. Closes distance and absorbs what that costs. Highest risk and highest reward of the three.

LICENSED // WEAPON ACCESS
Saber Greatsword Axe Tek Rapier Complement Pistol Rifle Shotgun
LV1 // AVERAGED ACROSS ALL RACES // AXIS 0-140

Solaris

SOL
HP WP ATK DFX RSN IMT

Ranged authority and field support. A shooter first. Lowest casualty rate on record.

LICENSED // WEAPON ACCESS
Saber Complement Pistol Handcannon Rifle Shotgun Heavy Cannon Launcher Drones
LV1 // AVERAGED ACROSS ALL RACES // AXIS 0-140

Teknician

TEK
HP WP ATK DFX RSN IMT

Resonance-integrated. The highest skill ceiling of the three, and the thinnest margin for error.

LICENSED // WEAPON ACCESS
Saber Tek Rapier Pistol Handcannon Drones Staff Tek Sheller
LV1 // AVERAGED ACROSS ALL RACES // AXIS 0-140
ITEM STANDARD // CHIP ROW

Gear

Items tell you what they are through their chip row: type, manufacturer, tier, element.

Equipment drops with zero, one or two effect slots, and each filled slot holds a Trait: a triggered effect that fires on hit, on kill, on taking damage or on a defensive action. Gear contributes bounded stats. Traits contribute style. A third slot only appears on Echo gear, dropped by the apparitions that haunt the hazardous regions of Orryx.

FIELD DROP

JG-9F Pistol

Pistol Jury-Grade T4 Ice SER #A7-F3C1
TRAITS // 1

Siphon

Trait

A percentage of damage dealt restores HP.

ECHO DROP

JG-9F Pistol [echo]

Pistol Jury-Grade T4 Ice Echo

Echo gear is a clone of what the apparition was carrying, with every stat at ceiling and one extra effect.

TRAITS // 3 SLOTS [OVERCLOCK]

Barb

Trait

Hits apply a short bleed DOT; does not stack, but refreshes duration.

Rally

Overclock

Damage taken doubles into a buffer that drains HP; dealing damage burns the buffer down, and while it holds the Runner deals 25 to 30 percent more damage.

MANUFACTURERS // FIVE
  • Jury-Grade JG-9A // 9C // 9D // 9F // 9Y

    Government contractor, Haven Core standard issue. Gunmetal and matte polymer. Rated for crowd suppression, so it carries a flat Impact bonus.

  • Halcross 110 // 220 // 330 // 440 // 550

    Industrial workhorse for outer-wall Runners. Safety orange on charcoal. Recovers faster out of punishing states; the rancher's choice, and it keeps you working.

  • Arclyte PRIME // FORTE // APEX // NOVA // OMEGA

    Precision engineering, Sire-cofounded. Longer range, lower recoil, less damage per hit. Surgical rather than brute force.

  • Sciv SCIV // + // ++ // PRO // APEX

    Black-market fabricator out of Ovir Station. Exposed internals and copper patina. Higher recoil and higher crit for less base damage. The naming escalates as the fabricator sees fit.

  • Vael V-I // V-II // V-III // V-IV // V-V

    Resonance-channeling instruments, violet-black. Reduced WP costs and slightly faster charges. Coverage skews Teknician, though any class can carry one.

Coverage is asymmetric. Pistols come from all five; Greatswords and Axes only from Jury-Grade, Halcross and Sciv; Tek weapons only from Arclyte, Sciv and Vael.

RATCHET // EQUIPMENT STAT TUNING R3

Each Ratchet raises one stat by 1 to 8 percent. Cumulative tuning caps at 30 percent of that stat's ceiling.

R0 UNTUNED // R5 MAXED, NO FURTHER TUNING

OVERCLOCKS // DANGER STATE

When the same Trait rolls twice on an item's slots the pair merges into one Overclock. Two Siphons become Rally. It occupies a single slot and states its drawback in the same breath as its benefit.

Rally

Overclock

Damage taken doubles and enters a buffer that drains HP over time; dealing damage reduces the buffer, and while it is active the Runner deals 25 to 30 percent more damage. Stop attacking and the buffer finishes the job.

Execution

Overclock

Abilities cost 2.5 times WP, and every kill made with an ability refunds the full cost. WP overflow buys enhanced casts that decay quickly. Chain kills or go dry.

Crucible

Overclock

Emergency shields trigger at 50 percent HP, and damage dealt inside the shield window heals the Runner, HP and potentially WP. It only pays out if the fight goes badly first.

Work-in-progress weapon models: greatsword, saber, shotgun, rifle and pistols
PLATE 05 // ARMORY // WEAPON MODELS, WORK IN PROGRESSIN-FLIGHT ASSET // CURRENT WORK ON DISCORD + SOCIALS
STAGE INDEX // LAUNCH ROSTER

The Stages

Contracts take Runners further down than most of Haven Core cares to think about. The first jobs are under the streets. The last are somewhere the city has no records for, and the light stops arriving from above. Conditions are rolled fresh on every deployment, so the ground a Runner learned last week is not the ground waiting today.

  1. 01

    Sump

    STAGE 01 // SEWER NETWORK, CITY PERIPHERY

    Maintenance tunnels under the periphery, still on the grid and still lit in places. Whatever has moved in came up the same pipes the city relies on, and the Groundwork Office has stopped calling these jobs routine.

    Stage 01, Sump
  2. 02

    Outskirts

    STAGE 02 // DUST FLATS, ABANDONED INDUSTRY

    Work past the wall, where Damper coverage thins and Refractant has scoured the land. An extraction plant sits abandoned mid-shift. The crews that filed the last reports never came back for their equipment.

    Stage 02, Outskirts
  3. 03

    Chasm

    STAGE 03 // CANYON RIM TO DEEP WORKINGS

    Canyon and cliffside passage give way to caves, then to tunnel bored by machines too large to extract. This is where Orryx reached too deep, most recently. Some say the mines are haunted. Some say the machines organized. Others describe nests built into the tunnel ceilings.

    Stage 03, Chasm
  4. 04

    Marrow

    STAGE 04 // PRE-CITY FOUNDATIONS

    Passages threading structures that predate the colony, with the underside of Haven Core hanging somewhere overhead. The geometry here was laid out by something, and it was not the Mir.

    Stage 04, Marrow
  5. 05

    Cradle

    STAGE 05 // THE IMPACT SITE

    The bottom of the descent, where Refractant stops being a resource and becomes the condition of the place. Nothing down here was built for people, and nothing down here registers that people have arrived.

    Stage 05, Cradle
STAGE PLATES // PLACEHOLDER ART // CURRENT WORK ON DISCORD + SOCIALS
PARTY // 1-4 RUNNERS

Co-op

Run contracts alone or bring up to three others. Crews form on the Concourse, where as many as 32 Runners are between jobs at any time, comparing loadouts and looking for a fourth. Once a crew is set it moves down to Rimwalk Street, and deploys from there.

P1
Jaco Vanguard
P2
Kova Solaris
P3
Iacon Teknician
P4
Draco Solaris

Every Runner holds a color for the session, carried on the map, in chat, and on the Transit Spikes they plant.

A four-Runner crew on the rim above the Outskirts
PLATE 07 // PARTY IN FIELD // FOUR-RUNNER CREW ON THE OUTSKIRTS RIMPLACEHOLDER ART // CURRENT WORK ON DISCORD + SOCIALS
SIGNAL LAYER // OPEN CHANNELS

Signal

PZO is built in the open by a solo developer. Progress captures, design notes and playtest calls go out on these channels first.

Haven Core Commlink DISCORD // CHANNEL OPEN
Bluesky @PHANTOMZENITH.COM
X @PZOGAME
END OF BRIEF // CONTRACT OPEN Wishlist on SteamComing soon

The Steam page is not open yet. Follow the signal channels and you will hear the moment it opens.