Homefall is a turn-based tactical RPG set in a near-future post-collapse Western Siberia. The first Mars expedition returns home decades too late, but the home they knew no longer exists.

The player leads Max and his companions through a world map, local scenes, dialogue, exploration, and turn-based combat. Each situation should read as a problem with several possible routes: prepare for a fight, find a detour, talk, steal, hack, interact with the environment, or engage in combat.

Combat is built on a tactical grid, action points (AP), cover, lines of fire, facing, flanking, aimed attacks, ammunition, statuses, and objects in the environment. It is not a game about reaction speed: preparation, position, equipment, squad composition, and understanding the risk of the next turn matter more.

The RPG layer is not separate from combat. Equipment, companions, skills, route choices, and decisions should affect not only a single encounter, but the future state of the campaign. The world remembers through quests, relationships, available routes, location states, and new events.

One of the core pillars is Eva, Max’s onboard AI. She helps analyze signals, read the technological layer of the world, and ties the hero to the old civilization. For us, she is not just a voice offering hints, but part of the game’s theme: how much can a person rely on a system that gives power while remaining inside their head.

Visually and tonally, Homefall mixes post-collapse science fiction with birchpunk: forest, rural settlements, ruins, cults, bandits, autonomous machines, and old military systems that remain dangerous after the end of familiar civilization.