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Archived study — superseded September 23, 2026. The selected direction uses side-view combat sprites and automatic scenes with no gameplay inputs. Play the current prototype · Read the current direction.

Ascension / Visual exploration 02

Whitebridge, from the decision to the clash.

The first concept established the look. This pass follows a Whitebridge encounter through loadout, tactical movement, defensive reaction and a close-up exchange.

  1. Equip the recruit
  2. Protect Xeno and delegates
  3. Choose a response
  4. Resolve the clash

Whitebridge’s attackers are mercenaries in mismatched provincial colors. Ciro’s crown troops defend the truce with Pyrrhus. Character appearances, UI values and displayed outcomes are illustrative proposals.

01 · Equipment that travels with the unit

BEFORE THE BATTLE

Ascension equipment-screen concept showing Pyrrhus as a teal low-poly fighter with a swappable short sword, axe and mace menu and four map-sprite facings.

Keep the costume and body identity consistent between the small map sprite and the larger combat model. Sword, axe and mace are separate equipment choices. Tap the image for full resolution.

01 / LOADOUT

02 · The truce comes under attack

TACTICAL MAP

Isometric Whitebridge ambush map with teal Pyrrhus, allied crown officer Ciro, Xeno's protected pavilion, delegates, irregular mercenary attackers and mission objectives.

The mission asks Pyrrhus to protect Xeno and the delegates while opening a ferry route. Unit facing, terrain cost, AP and fatigue make the route matter.

02 / MAP

03 · The defender makes a choice

REACTION WINDOW

Whitebridge defensive reaction screen: a mismatched mercenary attacks Pyrrhus and the player chooses a response with a projected fatigue change.

Riposte, Brace, Evade and Intercept are proposed Ascension responses. Facing changes which options appear; the fatigue forecast makes the cost visible.

03 / RESPONSE

04 · A close-up with clear contact

COMBAT RESOLUTION

A low-poly battle close-up of Pyrrhus against a mismatched mercenary on the Whitebridge causeway, with a visible sword bind, grounded fighters and health bars.

The combat camera brings the same two units and their equipment into view. The result belongs to the tactical decision; players can skip the animation and see that result on the map.

04 / CLASH

What this would mean for gameplay

Canon, production and reference notes

The established Whitebridge chapter features mercenaries attacking the relief conference and moving toward Xeno’s pavilion. Pyrrhus knows the ferry routes. Ciro protects Xeno, while Seris guides civilians and Yselle identifies suspicious bolts. This study keeps those roles intact. The first render set mistakenly dressed the attackers as crown guards; this iteration corrects that.

All four images are generated stills. They demonstrate intended composition and costume continuity, not a working equipment rig or animation. An engine prototype should prove that a weapon attaches consistently to the map sprite and larger fighter, the selected defensive response plays correctly, and skipped close-ups resolve identically.

Design brief · Image prompts · Vanguard Bandits publisher overview