Ornate white lighthouse on a rocky islet with a stone pier and a moored boat, two robed lavender-skinned figures, and a sea dotted with islands under a pink sunset.

The yard

World

The yard is the universe at the scale of a well.

Painted art. Not a screenshot of the current offline build.

The story

The public shape is post-apocalyptic. The lore goes further: a world much like Earth, where scarcity, fear, and separation had nearly consumed the web of life. Then the Great Shift: a turn toward mercy, and toward a resource-based economy. Diplomacy is the focus. The design is collaboration, or competition. You are free to be peaceful, or to start wars. The scale of that risk includes nuclear war, an extreme meant to be faced safely inside this world.

It is an open world. You craft your unique story and quests by flowing through your desires. Powrush has been under development since 2016 by Autonomicity Games Inc., as the studio’s Powrush page (opens in a new tab) says.

Curved white homes with crystal accents beside a garden canal and arched footbridge, with lavender flowering trees, robed lavender-skinned residents strolling, and waterfalls in the distance.
Painted art. Not a screenshot of the current offline build.

Peoples

Five peoples. Under them, harmony pulls against consumption.

  • Human Survivors caught between two cosmic powers. We endure. We choose. We become.
  • Quellorian Resonance masters of light and unity. Through harmony, we transcend.
  • Draek A hivemind empire of consumption and domination. All will be one in the Brood.
  • Cydruid A human in a cyborg frame. The frame is worn. The person remains.
  • Ambrosian Living embodiments of harmonic attunement. We are the note, the chord, the song.

A faction system lets you be as diplomatic as you like. Two powers pull on that choice: a coalition of light, and an empire of consumption.

Factions

Quellorian / Aetherion Luminari Alliance

A coalition of advanced species, centered on light, resonance technology, unity, and progressive evolution. Harmony is the aim. Their mothership is the Auroral Unification Nexus (TAUN), a radial form with blue-white auroral light, a symbol of hope and of ordered power.

Draek Dominion

A predatory, hivemind-driven empire that seeks domination through mind control, consumption, and overwhelming force. The Brood is the aim. The Brood Spire is a tall, dark megastructure, and the hub of that domination. At the center of the Hivelord's helmet is the Crownstone, a large purple crystal that glows.

Ambrosian

Ambrosians are crystalline-organic beings, living embodiments of harmonic attunement. The philosophy is Attunement over Domination. They are humanoid, elongated and elegant, with visible internal crystal lattices that glow. On the build, the Ambrosian accent word is prism cool.

Futuristic white cable-car station under an arched glass canopy where pale armored figures with long pink hair board a gondola above a valley of turquoise lakes and waterfalls.
Painted art. Not a screenshot of the current offline build.

Cydruid

The Cydruids are one of the five. A Cydruid is a human housed in a cyborg frame. The frame is worn. The grove is practiced. The person remains. They mend, and they offer. They weave living networks that heal, protect, and restore. “We do not conquer the wild. We become its most faithful expression.” Limbs, then torso, are swapped for machine parts, part by part, all the way to fully cyborg, an upgrade path open to every human. Machine parts mean fewer infections and bionic powers. The person is not a tree. Nature is a practice, not a species. What shows on the frame is teal and leaf-metal trim: metal accents, on a human.

A lavender-skinned traveler with a backpack stands in front of an arched white bridge with violet glass railings over a waterfall gorge as two more travelers cross it.
Painted art. Not a screenshot of the current offline build.

Places

Five doors, four places. Human and Ambrosian land in Sanctuary. A Cydruid lands in Heartwood. A Quellorian lands in Threshold. Draek land in Depths. In the offline hour a well can be idle, glowing, tended, resting, or stressed.

These paintings are not gameplay, and they are not screenshots of the current offline build. When the subject is the build itself, the look is gritty low-poly volume and high-detail light: desaturated earth, and one accent for the place.

The current offline build

Play boots in the Sanctuary yard. Depths is not the boot. Without the book, the other Places stay closed. There is no Heartwood mesh on Sanctuary. Sanctuary stays isolated. No Market.

What the default client does with those places is on Systems.