// TRANSMISSION STATUS
RELAY: DISTRIBUTED
ENCRYPTION: PARTIAL
DATA INTEGRITY: 78% RECOVERED
— TRANSMISSION PARTIALLY DEGRADED — SOME DATA BLOCKS IRRECOVERABLE —
THE PROBLEM
This wasn’t a bug or a missing feature. It was a real question about whether the game’s structure was possible at all.
Most multiplayer games put everyone on one server, one map. Simple. That’s not what this game needs. Each commander runs a sovereign base — a persistent HQ that exists on its own. When a squad deploys, they leave that base and enter a completely separate server, one that didn’t exist a moment ago and won’t exist once the mission’s over.
The question was whether that handoff could happen cleanly — named soldiers, with real histories, crossing from one server to another, running a live mission, and coming back with the consequences intact.
WHAT WE BUILT
We call it Revolve. It’s confirmed working:
Sovereign command nodes running independently. A handoff contract between servers that actually carries real data. Named soldiers deploying and being recognised on arrival. Casualties registering correctly. Credits applied after the mission ends.
WHAT ACTUALLY HAPPENED
A commander issued a deployment order from the Hub. Two named soldiers — from the active roster, records on file — were sent to a tactical mission. A separate server launched. The client connected. Both soldiers were there. The correct ones.
The mission ended. The client returned to the Hub. Credits applied. Casualties registered where they happened.
The loop closed.
WHY IT MATTERS
This isn’t a feature — it’s the plumbing everything else depends on. Two independent server processes, a real handoff between them, a client that crosses the boundary without losing anything. That’s what the sovereign bases model needs to work at all. Now it does.
More to come as we build on it.

