Dividend
Gameplay Classes World Story Vision Roadmap FAQ
Join the Resistance
Underground roster

Five ways to fight

Every class pulls its weight in the Underground. v1.0 launches with three — the other two are already being written into the fight.

Tank

— The Breachers

Ex-security, ex-dockworkers, ex-nobody special — until they welded on the plating. Breachers go through the door first, because someone has to, and the Trust's turrets only have so many bullets.

— Draws aggro off the whole squad
— Physical block: swing your arm, catch the hit
— Built from scavenged riot gear
At Launch

Healer

— The Menders

Every Mender learned medicine somewhere the Trust didn't approve of. Black-market nanotech, stolen field kits, and the kind of calm that keeps a squad breathing when the Spire shoots back.

— Keeps the party alive mid-fight
— Field triage: revive without retreating
— Runs on salvaged Trust medtech
At Launch

DPS

— The Breakers

No plating, no miracles — just the fastest way to make the Trust's numbers go down. Breakers close distance, spend cooldowns, and don't apologize for the noise.

— Highest sustained damage in the squad
— Physical melee swings and ranged kits both land
— Built for the opening push
At Launch

Mage

— The Splicers

The Trust runs on code, and code can be rewritten by whoever's holding the line when the patch goes out. Splicers hack drones mid-flight, turn turrets around, and make corporate infrastructure fight for the other side.

— Turns enemy systems against them
— Ranged tech-abilities, not spellbooks
— Coming post-launch
In Development

Chef

— The Quartermasters

Everyone eats Trust Ration paste until a Quartermaster sets up a real stove. Ten plates to everyone else's one — and a fed guild fights a lot harder than a hungry one.

— 10x crafting output vs. any other class
— Physical cooking: actually work the station
— Coming post-launch
In Development

Know your role. Founding access opens the first three.

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