Jack Bonecroft 1

Jack Bonecroft 1

About the Game

THE ORIGINS OF JACK BONECROFT

Governments are puppets. Cities are products. The illusion of order is manufactured and sold to a population too exhausted and too distracted to look beneath it. Real power has no face, only a board of directors and a profit margin.

You are Jack-Vilppu Bonecroft: a brilliant scientist, a disciplined soldier and a loyal Special Agent in an elite five-person tactical squad. Your job is to maintain what the corporations call order. Surveillance. Suppression. Elimination. Your orders come from the top, and you have never questioned them.

Until now.

Mission after mission, the targets stop making sense. Quiet settlements. Stable communities. People living outside corporate reach, but not against it. The orders come anyway, and you follow them, telling yourself there must be intelligence you aren't cleared to see.

Then comes the accident. An experimental compound. Small memory gaps at first, fragments that don't line up. Then details begin to dissolve, and with them the reasons you ever believed any of this.

Alarmed, you start pulling threads. What you find will change everything you thought you knew about your world, your squad and yourself.

THE WORLD

Four cities make up the corporate empire, each with its own character, its own factions and its own secrets:

• Aurum Solis, the golden capital. Sterile corporate towers, neon-soaked financial districts, endless residential megablocks and an Undercity where illegal trade and crime thrive in the shadows of the highways above.

• Mentis Prime, the research city. Laboratories, data centers, and closed prototype zones where corporations test the technologies, weapons, and robots of tomorrow.

• Transitus Centralis, the trade and logistics hub. A spaceport, endless cargo sectors, technological marketplaces and worker blocks where legal goods and banned cybernetics change hands.

• Terra Confinii, the borderlands. Vast hydroponic farms, automated greenhouses, power plants and quiet farming communities, far from the neon but never outside corporate watch.

Every region is home to its own powers: corporate elites, security forces, worker guilds, street gangs, rogue hackers, underground experimenters and informant networks. Information is the most valuable currency in this world, and everyone is selling.

YOUR SQUAD

You don't fight alone. Your squad has operated together for years, and each member brings their own skills and their own view of the world:

• Aldric Renn, Field Commander. A strategist who believes strict order is the only thing holding the cities together.

• Talia Voss, Heavy Weapons Specialist. A frontline powerhouse in powered armor, loyal to the system and focused on the mission.

• Jonas Weller, Tech Specialist. Hacking, drones and electronic warfare, usually one step behind a screen.

• Maelis Foster, Recon Specialist and Sniper. Calm, observant, always on the edge of the battlefield. The person you trust most.

Fight beside them, argue with them, and ask yourself how well you really know them.

YOUR COMPANION

Lumir is a damaged AI robot unit you find and repair along the way. He has his own chip, his own personality and a talent for humorous commentary on just about everything. Whatever happens, he is one of the few things in this world that belongs to no corporation.

GAMEPLAY

• Story-driven FPS campaign. A linear, mission-based story told across eight acts, with each mission a self-contained level set in a city district, a village, a research complex or a hidden facility.

• Varied mission design. Open-ended infiltrations, stealth operations, survival, high-intensity firefights and relentless hunts. No filler side quests, only the story.

• Neural chip upgrades. Enhance reflexes, strength, senses, hacking and survivability with a wide range of implants, from combat boosters to experimental prototypes. Some chips offer far more than their specifications admit.

• A corporate arsenal. Assault rifles, pistols, SMGs, shotguns, sniper rifles, heavy machine guns, rocket launchers, shock weapons, plasma weapons and prototype tech.

• Hover cars, bikes and armored transports. Cities connected by hover trains, patrol vehicles, cargo haulers and motorcycles.

• Robots with a purpose. Meet the machines of each region, from VIP security units and lab assistants to port loaders and farm harvesters.

• Meet the people who shape the world. Data brokers, black market dealers, cybernetic engineers and street network coordinators, each with their own agenda and their own price.

• Dialogue and story in text in 9+ languages, with a mature tone.

A BIGGER UNIVERSE

Jack Bonecroft 1 is the origin story that comes first in the Eternal Conquest series of the Jack Bonecroft Universe. If you're new, you can start right here, at the beginning, or follow the recommended route of playing Jack Bonecroft 4 first.

"Stability is a product they sell after engineering the disaster that made it necessary."

Wake up. Remember. Rebel. Control. Dominate.

Initial Release