RELEASE 1.0.14
Nightfall
One campaign mission a week, fought at level 10 and paid in level 10 gear. It is for the Wardens who have finished the campaign and want somewhere to take what they built. And under all of it, the game now moves on a new engine.
October 2026 · Discuss on the board
A mission a week, at level 10
The Nightfall is one of the eight campaign missions, picked for the week. It is the same route and the same objectives you know. What changes is what is standing on it: every contact is level 10, whatever level the mission is on the campaign. Landfall at level 10 is not Landfall.
- Where it is. Open the Director, go to Map, and open Ashen Reach. The Nightfall is the first card on the page, and it has its own pin on the map, marked N, where this week's mission is fought. The destinations overview names it too.
- When it changes. Every Sunday at 18:00 UTC. The card counts down to it.
- Which mission. Random, but dealt like cards: all eight come up before any one repeats, and you never get the same mission two weeks running. This week it is Ascension.
- Who can go. It opens when you hand mission 8, The Iron Vaults, in to Kade. That is the same moment the raid opens. One to three Wardens, like any mission.
A fireteam launches it the way it launches anything else. Whoever leads picks the card, and the rest are brought into the same room.
What it pays
- On the way through: what the contacts drop is level 10, because they are.
- On the clear: two pieces rolled at level 10, an armour module, and 2,000 Glim. They are handed over on the spot, on a reward screen that stays until you dismiss it.
- As often as you like. It pays every clear, not once a week.
A Nightfall is not the campaign. Clearing it does not sign that mission's record at Kade's board, and there is nothing to hand in afterwards.
A new engine under your feet
Until now, everything that decides where your Warden is was written in the same language as the page around it: walking, jumping, sliding along a wall, climbing a step, standing on the lip of a crate. From 1.0.14 that work is done by Proxima, an engine written in C++ and run in your browser as WebAssembly. It is the same tab and the same address. Nothing is installed.
You should not notice it, and that was the test it had to pass: the new controller puts a Warden in the same place as the old one, to the last digit, across a million steps on the real maps. What it changes is how long that takes. On the Reach, where there are more than two thousand things to walk into, a step of movement takes about a twentieth of the time it did. On the Spire and in the Crucible the gain is smaller, one and a half to three times. Movement was never a large part of a frame, so this is not a frame-rate fix on its own. It is the first piece of the game moved onto an engine that can carry the rest.
The picture is still drawn the way it was, and so is everything else: enemies, weapons and the network have not moved.
If the game will not start. A browser that cannot load the new engine shows "Could not start movement". Open the game at omegagame.de/play/?movement=typescript to play on the old controller, and tell us on the board which browser it was.
Smaller fixes
- Entering an activity on a bad connection could stop on "Building the world" and stay there. It now carries on.
- Loading the Reach no longer downloads its ground again every time you go there.
- A reward screen in the field holds still while it is up, and on a phone the touch controls step out from under it.