Painted art: two Quellorians tend instruments on a white-and-gold observatory terrace above a sea of clouds, under a large pale planet.

Game website · Powrush.com

Two powers pull at you, the Quellorians of light and the Draek hivemind, in a build that is offline, single-player, and in active development.

Visit Powrush.com

Painted art. Not a screenshot of the current offline build.

Forest roots form a hollow around a bright golden core, with threads of light spreading through the roots.

The lesson

Powrush-MMO

If you only take, the glow fades. If you allocate, the climate comes back.

Trailer art. A golden glow in forest roots.

Status

What you walk into

Powrush-MMO is a human game from Autonomicity Games Inc. You walk a climate, harvest with mercy, and learn a resource-based economy by playing. The lesson is in the hands. The later hope is shared abundance, not extraction. It is a teaching, not a wage.

The public shape is post-apocalyptic. The lore goes further: a fractured Earth with magma islands and a scarred moon, where scarcity, fear, and separation had nearly consumed the web of life. Then the Great Shift: a turn toward mercy, and toward a resource-based economy. Diplomacy is the focus. The design is collaboration, or competition. You are free to be peaceful, or to start wars. The scale of that risk includes nuclear war, an extreme meant to be faced safely inside this world.

The yard is the universe at the scale of a well. The wider story wears five peoples and a stone. Five doors, four places. Human and Ambrosian land in Sanctuary. A Cydruid lands in Heartwood. A Quellorian lands in Threshold. Draeks land in Depths. In the offline hour a well can be idle, glowing, tended, resting, or stressed.

One human, one machine. Offline first. Title Online stays grey. The current build is offline and single-player, and it is in active development. Online play is not live. There is no Steam page, and there is no release date. It is not a public launch candidate.

Peoples

Five peoples. Under them, harmony pulls against consumption.

  • Human Survivors caught between two cosmic powers, led by Warden Ronan Ashcroft. We endure. We choose. We become.
  • Quellorian Luminous ancient aliens, resonance masters of light and unity, led by High Luminar Solmaris Orynthe (sol-MAR-is). Through harmony, we transcend.
  • Draek Biomechanical aliens of a hivemind empire, ruled by the Hivelord. All will be one in the Brood. Freed Draeks follow Vrendak the Unbound (VREN-dak).
  • Cydruid Druids who chose to become cyborgs, humans and robots merged as one, led by Archdruid Orin Hollowell. The frame is chosen. The person remains.
  • Ambrosian Living embodiments of harmonic attunement, led by Lyrisse, Voice of the Prism Choir. We are the note, the chord, the song.

A faction system lets you be as diplomatic as you like. Two powers pull on that choice: a coalition of light, and an empire of consumption.

It is an open world. You craft your unique story and quests by flowing through your desires.

You are free to be peaceful, or to start wars. Powrush has been under development since 2016 by Autonomicity Games Inc.

Factions

Quellorian / Aetherion Luminari Alliance

A coalition of advanced species, centered on light, resonance technology, unity, and progressive evolution, and set against the Draek Dominion. Harmony is the aim. At its heart are the Quellorians, luminous ancient aliens whose lost homeworld had two suns, led by High Luminar Solmaris Orynthe (sol-MAR-is). Their mothership is the Auroral Unification Nexus (TAUN), a radial form with blue-white auroral light, a symbol of hope and of ordered power.

Draek Dominion

A predatory, hivemind-driven empire of biomechanical aliens that seeks domination through mind control, consumption, and overwhelming force. The Brood is the aim. Its ruler is the Hivelord, the villain of the story, whose true name is unknown. The Brood Spire is a tall, dark megastructure, and the hub of that domination. At the center of the Hivelord's helmet is the Crownstone, a large purple crystal that glows. Not every Draek kneels. Vrendak the Unbound was once the Drainer, and broke free. Freed Draeks follow him on a hopeful road toward redemption.

Ambrosian and Cydruid

Ambrosians are crystalline-organic beings, living embodiments of harmonic attunement. The philosophy is Attunement over Domination. Lyrisse, Voice of the Prism Choir, leads them. They are humanoid, elongated and elegant, with visible internal crystal lattices that glow. On the build, the Ambrosian accent word is prism cool.

The Cydruids are one of the five: druids who chose to become cyborgs, humans and robots merged as one. Archdruid Orin Hollowell leads them. Their home is an upside-down stalactite city deep in Earth's hollows, and they are always burrowing. By harvesting resources thoughtfully and carefully, they quietly pull ahead of other humans. The frame is chosen. The grove is practiced. The person remains. They mend, and they offer. They weave living networks that heal, protect, and restore. "We do not conquer the wild. We become its most faithful expression." Limbs, then torso, are swapped for machine parts, part by part, all the way to fully cyborg, an upgrade path open to every human. Machine parts mean fewer infections and bionic powers. The person is not a tree. Nature is a practice, not a species. What shows on the frame is teal and leaf-metal trim: metal accents, on a human.

Places

These paintings are concept art. Sanctuary, Heartwood, Threshold, and Depths are the four places. The paintings are not gameplay, and they are not screenshots of the current offline build. When the subject is the build itself, the look is gritty low-poly volume and high-detail light: desaturated earth, and one accent for the place.

Powrush-MMO repository