Build
Claim hexagonal tiles. Chain your production — no sawmill without forest, no forge without ore. Each building is a decision. Each worker, a life you are responsible for.
Unreal Engine 5 · Persistent Multiplayer · Coming to PC
They said the world was over.
They were almost right.
The Great Night didn't rage. It crept. When the living forgot how to dream, the darkness filled the silence they left behind. Entire civilizations — the Ksars, the Nythéris, the old orders — were not destroyed. They were forgotten into nothing.
The Second Breath has begun. You are one of the survivors who refused to let the light go out. On the hexagonal plains of Daskalum, you must build a colony, forge alliances, and produce enough Dreams to keep the Night from taking back what little was reclaimed.
The world doesn't wait for you. The server runs. The Night advances. Nightmares spawn on corrupted tiles while you sleep.
"The Night is not coming for you.
It is simply filling what you left empty."
— Mnémarque Chronicles, Year 0 of the Second Breath
Every session of Troyznun reduces to these three actions. Everything else flows from them.
Claim hexagonal tiles. Chain your production — no sawmill without forest, no forge without ore. Each building is a decision. Each worker, a life you are responsible for.
Dreams are not a resource. They are the soul of your colony. Generate enough and your light holds the Night back. Let them falter and the darkness claims your borders — silently, without warning.
Other players expand. The Night advances. Nightmares spawn on corrupted tiles at dusk. You cannot win — but you can endure. Alliance or conflict: the choice is yours, the consequences are not.
Troyznun runs whether you're logged in or not.
One shared map. Multiple players, 150–200 tiles apart. The server runs 24/7 — come back to find your colony changed by events you missed.
Perlin FBM noise generates unique biomes every session: plains, forest, mountain, snow, lake. No two starts are the same. Adapt or fall.
Resources don't spawn. Every wood, stone, and bushel of food requires the right building in the right biome, staffed by workers you must feed and protect.
The Night is passive — it fills the void left by absent Dreams. Corrupted tiles spawn Nightmares at dusk. Dawn dissolves them. The cycle never stops.
Volumetric lighting, procedural trees, real-time weather. Built on Unreal Engine 5 — Nanite geometry, Lumen global illumination.
There is no win state. Build, lose ground, rebuild. The Night never disappears — and neither do you.
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