A novel · a tactics game · a comic

SUNBREACH

One ship. One small crew. A dark full of machines, and they always come home.

The Ember, a 2.6-kilometre ship, seen from above: amber hull, two habitat rings, blue engine block
The Ember · home2.6 km · ~14 Mt · eight carriers nose to tail

The world

A day's work in the dark

The Ember is a ship and a town. Its people inspect the pods at the end of a shift, fix the same old loader again, and argue about who let go of the blanket. The evening bell goes and that is enough.

Outside, the dark is not empty. It is full of machines: collectors, menders, gunships, haulers. None of them carry anyone. The crew go out in small craft to take what they can, and they bring every one of their people back.

Their history is told by the crew themselves, in pieces, the way families tell it. What really happened is something the story will get to.

The novel · Act One

Read the book

All 17 chapters of Act One, start to finish.

Chapter one

The Telling

The last inspection of the shift took Rin less than a minute.

She walked the length of Pod Twelve with one hand resting on the hull, the metal cool the whole way down. The docking collar sat flush against its seals and the manoeuvring nozzles were clean, and somebody off the shift before had already wiped the fine grey dust from the forward quarter, the way somebody always did.

Good.

She crouched beside the forward strut and put her palm flat on the maintenance panel.

“Shipmind.”

A chime answered.

Continue reading →
Act One17 chapters
  1. The Telling
  2. A Day's Work
  3. Eleven
  4. The Vote
  5. The Chain
  6. The Take
  7. The Wall
  8. Cracked
  9. The Sting
  10. The First Bite
  11. Rock Work
  12. The Dark Provides
  13. The First Defense
  14. Massing
  15. The Great Quiet
  16. The Thinning
  17. The Second Vote

Out now · Chapter 3

It's woken. All of it.

An evening in the gardens, and then word from the Ninth.

Chapter 3, page 1

Chapter 3 · Eleven

11 pages

The game · turn-based tactics

Take the dark, one hull at a time

A machine depot sentinel, seen from above
In development

Capture to collect

  • Turn-based grid battles in space and on the surface.
  • Disable machine hulls and take them for your own fleet.
  • Mass matters. A laden hauler is a decision you made four turns ago.
  • Your crew always come home. The machines do not.

The codex · ships and machines

What's out there

Every hull, to scale, with something on Earth it's about the size of.

The Ember, concept art seen from above
Crewed · Home ship

The Ember

2.6 km · ~14 Mt
Work pod, concept art seen from above
Crewed · Work / boarding

Work pod

6 m · 15 t
Mule, concept art seen from above
Crewed · Tug

Mule

35 m · 800 t
The Glass, concept art seen from above
Crewed · Picket

The Glass

25 m · 300 t
Pike, concept art seen from above
Machine · Patrol gunship

Pike

55 m · 2.8 kt
Ram, concept art seen from above
Machine · Breaker

Ram

120 m · 26 kt
Hauler, concept art seen from above
Machine · Bulk carrier

Hauler

260 m · 180 kt laden
Warden, concept art seen from above
Machine · Depot sentinel

Warden

30 m · 900 t

The signal · newsletter

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