The fog recedes. The continents collide. The war for Aethelgard begins.
Read the LoreAethelgard was whole once. Then the Aether fractured, and the world fell apart.
Centuries ago, the world of Aethelgard shattered. A cataclysm tore the land into fog-separated floating continents, each adrift in an endless grey void. The fog was impassable. Civilisations that once shared borders, trade routes, and wars were severed overnight.
Alone for generations, five surviving tribes adapted to their isolated biomes — stone peaks, deep oceans, dense forests, bone-bleached deserts, and the void between stars. Each developed its own philosophy, its own way of war, its own answer to a single question: why did the world break?
Now the fog recedes. The continents grind back together in an event called The Convergence. Ancient neighbours remember old grudges. New borders ignite new conflicts. There will be no negotiation — only strategy, terrain, and the last capital left standing.
Each shaped by isolation. Each certain they alone understand what broke the world.
"They did not flee. They anchored."
Stoic preservationists. The world shattered from lack of discipline. They cling to the highest peaks and enforce stability by physically anchoring continents to mountain bedrock.
The only faction that can cross Mountain tiles. Attacks from Mountain deal bonus damage to lower-elevation enemies.
"Stability is earned by those who refuse to be moved." Units that don't move gain Fortify tokens (+DEF per token, max 2). All tokens vanish the instant they move. A stationary Crag-Walker on a mountain becomes a near-immovable wall.
Launches up to 4 hexes in a straight line from a mountain tile, deals 3× ATK to primary target plus splash damage and Stun to adjacent enemies. Ability: Divebomb.
"The sea does not ask. It takes."
While others fled the rising fog, the Tide embraced the crushing bioluminescent deep. Rigidity snaps — water survives. They view the receding fog as the evaporation of their rightful domain.
The only faction that can traverse Water tiles. Units gain bonus DEF on water; bonus ATK on coastlines. Penalised deep inland.
"Nothing the sea claims ever returns unchanged." Every hit an Abyssal unit lands slows the enemy (−1 MOV next turn). Prolonged contact leaves enemy formations rooted.
Pulls a coastal enemy into deep water (2× ATK damage), leaving them Submerged — can't move, DEF=0, can't receive healing for 2 turns. Ability: Drag Under.
"You cannot fight what you cannot find."
They listened to the heartbeat of the woods. The cataclysm was a necessary pruning. The continents cannot be fixed with iron — they must be organically healed by colossal living root systems.
Forest tiles cost only 1 movement for Briar units (standard: 2). They own the canopy.
"The forest does not forget where you walked." Forest tiles occupied by Briar units become Claimed — pulsing green on their screen, invisible to enemies. All Briar units inside Claimed hexes vanish from the enemy fog map. The forest network grows over the game.
Petrifies a target for 2 turns (can't move, can't attack, DEF reduced) — and the target cannot be killed while Petrified, preserved at minimum HP until it breaks. Ability: Petrify.
"By the time you see them, they are already elsewhere."
Everything crumbles. Oceans dry. Mountains erode to dust. The Wraiths embrace entropy. They are minimalist survivalists who believe perfection is found only when the remnants of the old world are ground to clean, silent dust.
Desert tiles grant bonus MOV. Glass-cannons who dictate every engagement — but cannot survive a prolonged brawl.
"The desert shows you what it wants you to see." Whenever a Dune unit leaves a Desert tile, a ghost echo — a semi-transparent decoy — lingers at the old position on the enemy's screen for one full turn. The opponent's threat map is perpetually one turn stale.
Webs a target at range 2 (MOV = 0 for 3 turns), poisons them (−HP each turn for 3 turns), and scatters web to penalise adjacent enemies' movement. Ability: Venom Web.
"The world did not shatter. It was unshackled."
While the other tribes clung to earth and sea, the Enclave gazed upward. They believe the cataclysm was not a catastrophe but an awakening — the first step toward transcending the physical world entirely. Their return will change everything.
Terrain is not a backdrop. It is a weapon.
Every battle unfolds on a hex grid where positioning determines fate. Mountains block, forests conceal, water drowns. The board is not neutral — it belongs to whoever understands it best.
Capture an enemy's capital and they are eliminated — permanently. Their armies scatter, their cities fall neutral. Last capital standing wins the game. There is no second place.
Each faction plays like a completely different game. The mountain wall, the ocean blitz, the forest ambush, the desert mirage, and a fifth tribe yet to emerge — mastery of one teaches you nothing about the others.
Cities provide gold income and recruitment. Losing cities starves both your army and economy simultaneously. Expansion is survival. Contraction is death.
If no capital falls by Round 12, the faction holding the most cities claims victory. HP totals break ties. The clock is always ticking — hesitation is a strategy that never wins.
2–4 players on a single device. No accounts. No matchmaking. Hand the phone to your rival and watch their expression change. Strategy argued about after every match.
Aetherfall is available now on Android. Five tribes await a commander. The fog will not wait.