Not Ready for Service

Not Ready for Service — key art

Turn-based hex tactics inside a living patient.

Our immune system is not ready for service. Are you?

Something in the air put human innate immunity to sleep. Bodies stopped defending themselves, and they have not started again. So someone does it for them.

You are an immunician. You interface with a patient's own cells, and you pilot them against whatever got in.

Inside the tissue: turn-based hex tactics, no initiative order

Every fight is one piece of living tissue — a hex grid of Cells, generated fresh for the organ it belongs to. Deploy your squad, act with your units in any order you like, and hold the Cells against the pathogens coming through. Lose the fight and the tissue is lost with it.

You already know how the turn ends

Every pathogen shows you its whole plan before it moves — not just the path it will take, but what it will do when it arrives and what that will cost you. Perfect information is your starting position, not your reward.

Which is why getting there first is the game

Those pathogens are crossing the board toward the same power-ups you want. Reach the tile before they do and the forecast rewrites itself in front of you: the Cell that was going to die is now going to live, and the thing that was going to kill it is holding nothing.

Cells, not hit points

You are not protecting a health bar. You are protecting the Cells keeping a person alive. Each one is a real position on the board, each one can be lost, and none of them come back.

Your cells, your loadout

Each patient sets how many units you may bring inside and deals you a hand from the ones you have unlocked; you pick the squad. Once you are in, the tissue itself is the armoury: modifiers on the grid change what a unit's actions do, and Protein scattered across the board is what pays for them.

Across the patient: the clock only moves when you do

Zoom out and the patient is a map. Every node is a tissue. The infected ones carry a timer, and when it runs out the infection crosses into a neighbour. The only way to clear a node is to go in and fight for it — and win or lose, coming back out costs a tick of every timer on the map. Winning clears the tissue. Losing hands it to the infection. So which fight you take, and which one you leave alone, is a decision with a price.

Between dives, inflammations reshape the map: Quarantine a zone so it cannot spread, Immunize the healthy tissue next to it, Scout a locked node before you commit, or Cauterize a tissue outright and accept what that costs the patient. They run on the Genetic Fragments your fights bring back.

Every patient is a hand-authored case

Not a generated map with a difficulty slider on top. Each patient is designed: which tissues make them up, the shape of their infection, and the squad you are allowed to bring inside them. Only the boards you fight on are grown fresh each time.

And nobody can tell you where it came from

The official account is that the compound rose out of a poisoned century — the planet's answer to what had been living in it. Everyone repeats it. Your patients repeat it while you are inside them, saving their lives.

It explains everything except the parts that matter. You will spend a career in other people's bodies, and a great deal of time to think about it.

In this build


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