The ground is information.

One moment. Two different views.


Both images show the same instant. At 9 seconds, the opponent is visible to player one but absent from player two's view.
Actual prototype footage, not reconstructed artwork. This scrubber follows the players' recorded movement; it is not a free-camera simulation. Window borders and debug strips are cropped.
Stand on the high ground
Stand in the river bed, halfway up the stairs and on the plateau above them, and look around. Drag to look; on a phone you can tilt it.
The river bed, the lowest ground you can walk.
Rendered from the Revision 17 reference scene, the same scene as the map: concept dressing, not the game's final art. The eye height is the scene's own first-person camera height; the scene has no real-world scale.
Match replays
- Example: the first creep waves meet Example, not a recording
Climb into vision. Retreat into fog.
Recorded in the current prototype on 21 September 2026. One player’s actual viewpoint: the opponent becomes visible during the climb and disappears again on retreat.