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

Nothing you own is reset. No record, piece or rank changes. If the game stops at "Could not start movement" after this update, read the last part of the engine section.

A mission a week, at level 10

The Ashen Reach page of the destinations screen, led by a violet card reading Nightfall · Ascension, level 10, resets in 6 days
The first card on the Reach's page. It says which mission it is this week and how long it has left.

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.

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

The reward screen headed Nightfall cleared, showing two pieces at power 10 and 2,000 Glim
It pays where it ends. There is no record to carry back to the Spire.

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.

The canyon road of Ascension with the HUD reading Nightfall · Ascension and Nightfall · Threat level 10
The HUD says when the mission you are standing in is the Nightfall.

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