A Legend bursts out of a cracked tablet screen held in a gloved hand, rain falling on the city behind.

Crews, squads and dens

How Legends group up, where they keep a room of their own, and what sharing a link is meant to do once servers open.

Crews

In the dev build The core of crews runs in the development build.

A crew is a group of players, and a crew is not a faction. Cross-faction crews fly together, and your friends can pick any side and still be on your team. Players never write rank names themselves.

In the design, a crew's perks are capacity and prestige only, with no combat stats.

Create, invite, leave, kick
In the dev build The core of a crew.
Rank names
In the dev build Chosen from preset sets.
Nameplate tag
In the dev build Shows on the nameplate and updates live.
Channel and message of the day
In the dev build Each crew has its own channel and a message of the day.
Crew bank
Designed A shared store of creds.
Emblem
Designed Built with the creator's decal tools.
Standing and leaderboards
Designed Crew progression and rankings.
Crew Halls
Designed See Constructs.

Squads, friends and block

In the dev build Squads, friends and block work in the development build.

Squads group Legends in the city and the field, with party frames that follow a squad across districts. A squad inside a dive is smaller than one in the city. Invites and squadmate vitals work.

Friends and block both work, and guest accounts are refused. A blocked player still appears in the world around you.

Chat is in the build but switched off by default. Its channels are local, squad, crew and whisper, with a filter, mute and report. District and trade channels are off.

Designed The grouping law, quickplay, the party finder and the Beacon landing are the game's design. The grouping law says playing near strangers must feel like playing with them: anyone who hits an enemy gets credit for it, so nobody can steal a kill.

Dens

Partly built You can decorate a den and the layout saves to your Legend. Nobody else can visit yet, and the trophy shelf is placeholder.

A den is a room of your own, and where most of Catena rents, a Legend's den is theirs. The placement editor works: decor, wallpaper, floor, ambience and colourways, saved to the server against your Legend.

In the design, Mrs. Amperage hands you the key to a first den at Operator 10, through the housing intro. The first layout is the Wick-Side Walk-up, whose terrace looks across the seam into the Wick, so you take off from your own roof. A second layout, the Undercity Bolt-hole, costs creds, and later layouts open with standing.

Trophies are awarded for things you did before you had a den, so your first boss kill can sit on the mantel. Visitors come in by an inspect card, a friend list, a crew list or a den code, and visitors can never edit.

Designed Visiting, trophies, the second layout and the later layouts are the game's design.

That'll hold. I'd not stake a shoulder on it, but it'll hold.

Mrs. Amperage, as the den vendor

You can afford it. Doesn't mean it's for you.

Mrs. Amperage, as the den vendor

Constructs

Designed Constructs are designed and not built.

A Construct is a parcel of dead Lattice address-space that you rent. Rent is paid weekly in creds, in tiers, and the space is free to build in. Crews use them as halls. Others make dojos with practice dummies, galleries and venues.

A Construct is never deleted for non-payment. It goes dormant instead. Constructs are private by default, and the design includes reporting and moderation from the start.

There are no player uploads. Everything is built from curated parts, with filtered text fields for names and messages. The crew side of this is under crews.

Photo mode and clips

Designed Photo mode and clip capture are designed and not built.

In photo mode the world keeps running and only your input freezes. You get a free camera that cannot clip through geometry, posing, and look filters that are the game's own ink controls: halftone, bloom, chromatic fringe, depth of field and an impact-frame still. Masks include a phone-shaped crop. An optional stamp bar shows your Legend's name, kill signature, crew emblem and a look-code QR.

The free camera works in dens and hubs. In combat it is leashed to a short distance with line of sight, or limited to an orbit. It is disabled in arenas, duels and the Deadband, because it would let you scout the other side.

A short rolling buffer is always recording, and one tap saves it. The game suggests a clip after an S-rank, a boss kill or a decrypt of an exotic or better. Files go to your device or the share sheet and never touch the game's servers.

Rank & File counts down the week's best clips, and accent spotting, guessing who a masked Legend is from nothing but their accent colour and kill signature, is a pastime. See News and the signal.

THIS WEEK'S TEN · FRIDAY 21:00

Somebody you've never met is number one.

SEND YOUR CLIP · WE KEEP IT EITHER WAY

A Rank & File ad

Designed Joining by link is designed and not built.

The design is that you send a friend a link and, once servers open, they are in the city a few seconds later, beside you. Joining by link, and the landing next to a friend called the Beacon, are not built.

What exists is the ground under it: a browser client with nothing to install, sign-up by invite code with a recovery phrase to sign back in, session resume and reconnect in place, and squads.

In the dev build The browser client and invite-code sign-up run in the development build.

Closed alpha: you need an invite code from the owner to be registered.

The sign-up screen

Platforms

Partly built The basics are in the development build. Nothing has been measured on a real graphics card or a real phone.

The design is one game for desktop and phone browsers, on the same servers and under the same rules, with touch controls designed for phones from the start. Testing so far has covered a desktop browser and an emulated phone.

Four quality tiers are picked automatically. They change how the game is drawn and never how it plays.

Quality tiers
In the dev build Picked automatically.
Reduced motion
In the dev build Follows the system setting.
Touch controls
Partly built A virtual stick and buttons work in the open world. The dive fight does not listen for touch yet.
Gamepad
Partly built Works in the open world, not in the dive fight, and there is no rumble.
Other accessibility options
Partly built Flash reduction, colour-blind rarity colours and key rebinding are on the options screen and do nothing yet.
Touch extras
Designed A layout editor, aim assist, a flight rocker and haptics are part of the design for phones.