Covers coming — 1:1 squares per prototype.
The AOV Saga is built across many forms — written lore, animation, music, video, and games.
What you find here is the saga learning to be played. Each game is rough, unfinished, alive — and tells you how the saga will move on a screen long before any console launch.
The cards. The worlds. The wars. They want to be touched.
Step into the saga. Tap, drag, dodge, collect — the universe responds.
An Astralnaut. A ship. One hundred gems. The journey home.
Pilot your ship through the cosmic void with a single fingertip. Dodge falling shrapnel. Collect Astralite gems. Survive five phases of escalating danger before the silence takes you. A single-screen arcade prototype that tests the saga's core movement and tone — designed for the future of AOV's mobile lineup.
Two cards meet in the cosmic arena. The saga learning to fight.
A first taste of Rizing Powers TCG mechanics. Real card stats. Real combat math. Choose A1, A2, or A3 attacks at gem cost. Watch DEF tiers reduce damage. Race for SPD initiative. The simplest version of the cosmic battle system that will one day power the full TCG.
The true Rizing Powers experience — three Rizers per side, gem economy, the gamble rule, revivals, and the strategic depth the full TCG was built for.
Pick your champion, two random allies join. Each side starts with 9 gems. Commit to attacks — A1/A2/A3 raise your wager. When a Rizer falls, their wager transfers to your opponent's pool. Bring fallen Rizers back at half health for 5 gems. Win by wiping the team or by draining their gems dry. A real strategy game inside the cosmic arena.
Walk the world of Viridia. Meet the Rizers. Chart the cosmos one footstep at a time.
A 2D top-down expedition through Viridia, the first world of The AOV Saga. Explore a 40×40 tile region of grasslands, towns, and the frozen north. Encounter the four founding Rizers — Voltyran, Eurakeon, Auraxion, and Elzoran — each with their own cries and cosmic role. Board the Aetherstride UFO terminal, manage your faction roster, and chart a course across the Aethryx Expanse. The first taste of the full open-world saga.
The full trading-card game. Three active cards a side, possession turns, gem gamble, backfire control-theory.
The complete Rizing Powers of Zyrex tabletop ruleset (v6.7 + Archetype v11.6) built as a playable prototype. Field three Zyrex at once, use gems to escalate attacks, hold possession by winning SPD checks at round-start. Astralite status effects layer over the 5-stat card math; backfire penalties model control-theory canon. The ruleset that ships with the physical TCG.
Every fighter from every saga, one arena, best of three. The saga's Mortal-Kombat-style crossover.
The AOV Saga's non-canonical fighter — every character from every world, thrown into one arena for a best-of-three duel. Fighter vs Fighter (hot-seat) or Fighter vs CPU. Roster rotates through the full cast: Zyraxis Rizers, Arborynth's Godvine defenders, cosmic Titans, Gemlords, Seer Commanders, and the guests we couldn't fit anywhere else. Full DualSense support on PlayStation 5 (Cross · Circle · Square · Triangle), keyboard on PC, virtual gamepad on mobile landscape. No overworld, no exploration — just fighters and the arena.
The flagship saga game. Ten districts, 316 catchable Zyrex, the Novarian Challenge, and the fight for Lower Zyraxis. Title screen lets you pick CLASSIC (procedural render) or BETA (full art pass).
The full-scale RPG that anchors The AOV Saga. Walk the Ninth World's ten districts as a young Rizer, catch and evolve Zyrex from the 547-card master codex, learn the eight Bond Lessons from Warden Kelthor, sweep the 3-bracket Hall Rizer tournaments to earn all 10 Hall Flags, then convene at Baelgor for the Novarian Challenge — the all-out battle to secure Lower Zyraxis south of the Bridge of Hope. Prismsynch endgame moves, Bond-max Ultimate Prismsynch via the Key of Anciuxor, 999-all-stat God cards, and a T×333 stat lattice that governs the whole Expanse.
The Living World has forgotten part of itself. Restore three severed Root-Hearts and awaken the path to the Great Root.
Enter Arborynth — Planet 4 of the Aethryx Expanse, a world that is itself one ancient organism. Cross the breathing bark of Arborynth's living forests, battle Rootwraiths, gather luminous Godspores, and use the Aethryx Pulse to reunite Cognara memory with Fortaris preservation. Where corrupted creatures roam, choose to defeat them — or restore them. RP8's thematic pillars: Life · Balance · Corruption · Adaptation · Restoration. An original pixel-era adventure built for keyboard, touch, and one-hand play.
The third pillar of the RP line. Where every power in the Expanse began — walked in 3D.
Control Anciuxor or Elzoran and explore the Gardenlands of Origon. Third-person Three.js prototype — full stick + mouse camera, sprint, character switch, DualSense supported. The third pillar of the RP line alongside The Rize of Power (Zyraxis) and The Tree of Power (Arborynth).
The prototypes you find here will one day evolve into full mobile and console releases. What begins as a thirty-second arcade run becomes the framework of a complete experience. Watch this space — the saga is becoming playable, one piece at a time.