Extract the Core
Send an Agent through the enemy Security zone, seize their Core, and carry it back to your own Core Node. If that Agent is Disconnected on the way, the Core drops and returns home.
Every Server is built around a single Core. Whoever holds it holds the Server, so each game becomes a race between breaking the enemy line and slipping past it.
Send an Agent through the enemy Security zone, seize their Core, and carry it back to your own Core Node. If that Agent is Disconnected on the way, the Core drops and returns home.
Push enemy Agents off the edge of the Server. Once five of their seven are gone, their network can no longer defend itself and the Server is yours.
Turns are short. The depth comes from what each one sets up.
Pick any of your Agents except the one you used last turn.
Make a plain move or push, or use one Program the Agent has installed. It must change nodes and can't step back to the node it just left.
Land on a Purple, Cyan or Protected node with a plain move or push and you can install a Program into the matching Memory arm.
Freeze: an Agent displaced by an enemy can't be activated on its owner's next turn. Last stand: an Operator's final online Agent loses all Program abilities.
Each Agent carries one Purple Program in its right arm and one Cyan Program in its left. Purple Programs move the enemy. Cyan Programs move you.
Program nodes are scattered across the Server, and the five Protected nodes at its center offer both colors. Where you send an Agent decides what kind of Agent it becomes.
Your opponent doesn't need to be in the same room. Open a match from anywhere, with no account and nothing to install.
Like a chess clock, each player gets their own bank of time, and it only runs on your turn.
Out of time? You get 10 seconds to make each move from then on. Miss one and your clock runs out: you're Disconnected and lose the match.
Civilization no longer runs on land alone. Cities, markets, transport and defense all depend on secure Server space, protected territory built around a unique digital Core. Ordinary data can be copied. A Core cannot.
As demand outgrows the supply of trusted space, stable networks become contested ground. To settle these conflicts, Operators enter the Link and deploy teams of seven Agents into the Server.
Every node is territory.
Every Program is leverage.
Every Agent is expendable.
Take on a friend at the same screen, face an AI opponent at the difficulty you choose, or open an online room.
New to the Server? The built-in training sims walk you through movement, pushes, Disconnects and Programs one step at a time.
The playtest build runs right in your browser, online or off. No download, no account. Finished games are saved so you can replay them move by move.
Play CORE//LINK Plays on a computer, tablet or phone. On a phone, turn it sideways.CORE//LINK is in active playtesting, and every game helps. After you play, I'd love to hear: