Sunhearth Union
People · Power · A brighter tomorrow
Armour and heavy guns. Sunhearth holds its ground: twin-cannon Emberguards up front, Kilnbreakers to crack a position open, and Sunlance rail lances that ignore armour.
Real-time strategy · macOS & Windows
Guard your Heartbloom. Five petals ward it from all harm. Break the enemy's petals, then bring their Heartbloom down.
Every base grows around a Heartbloom on its centre pad, with five petals standing thirty metres out. While any one of them stands, the Heartbloom takes no damage, and units will not even target it.
So every match is a siege in two acts: break the petals, then bring the bloom down. A broken petal drops a shard. An engineer can carry it home to regrow a missing petal in twenty seconds, or deliver it to a full bloom for 250 matter.
Choose Sunhearth, Mossglade or Moonveil. Each builds its own base, fields its own army and wins its own way.
People · Power · A brighter tomorrow
Armour and heavy guns. Sunhearth holds its ground: twin-cannon Emberguards up front, Kilnbreakers to crack a position open, and Sunlance rail lances that ignore armour.
Cultivate · Connect · Endure
Fast, and never where you expect. Reedrunners circle their target, Thornbacks strike from long range and keep their distance, and Bramble seed blasts slow everything nearby.
Observe · Balance · Expand
Shields and light. Veilguards escort under shields that regenerate after combat, Moonrays burn through with rapid beams, and the Eclipse does fivefold damage to enemy shields.
Buildings link up over glowing ground connections. Power runs from generators to factories and resources from extractors to storage, and while the ward holds, a line of light runs from every standing petal to its Heartbloom.
Petalwar is in development. Builds for macOS and Windows appear here as soon as they are published.