FAST HANDS.
HARD CHOICES.
Responsive movement and weapon handling are the foundation. Every crossing asks when to commit, when to hold, and when to change your angle.

// WELCOME TO TIVOLIO
Your crew. Your corners. Your city.
An urban shooter with something to fight for.
// THE GAME
Speed gets you into the fight.
Positioning keeps you there.
Build your rhythm between the two.
Responsive movement and weapon handling are the foundation. Every crossing asks when to commit, when to hold, and when to change your angle.
First-person and third-person options are part of the design direction. Read the sightline up close or keep your operator in the frame.
Street identity meets tactical play. Express yourself through your operator while loadouts and coordination decide your approach.
// CORE LAUNCH DIRECTION
Three modes. Different stakes.
The same city under your feet.
CONCEPT ARTFOUR CREWS. ONE BLOCK.
Four crews of four, a limited shared life pool, and pressure from every side. Pick a crossing. Commit together. Keep your crew in the fight.
Modes and player counts describe development targets. Street Warfare’s 20 v 20 scale requires further network and playtesting validation.
// THE CITY BEYOND THE CROSSFIRE
Homes above the shops. Freight under the overpass. A thousand daily crossings before your crew takes one.
This is the visual direction for an inhabited metropolis: dense, repaired, worked in, and different from one district to the next.
A city that keeps going
beyond the next fight.
The skyline sets the scale of the world. The core launch plan covers six contained arenas within it. A whole-city playable map belongs to later ambitions.
// STREET-LEVEL COMBAT VIEW STUDY
GAMEPLAY VISION / GENERATED CONCEPT — NOT CURRENT BUILD
Third-person visual target: read your operator, the cover edge and the crossing ahead. Hatcher’s parlor, roof route and side approaches shape the intended fight.
Design target: a readable weapon, usable cover and routes that let a crew challenge a held angle. These images illustrate the intended experience; they are generated concept art.
// SIX PLANNED CORE ARENAS
Start in Hatcher. Refine the crossings, cover and routes of one arena before moving to the next. Each concept belongs to its own part of this larger city.
FIRST ARENA / DEVELOPMENT TARGET
Apartments press above the parlor’s patched canopy. Water lines cross the roof gardens; deliveries wear the pavement below. The planned Hatcher arena puts four approaches around Pucky Bucky’s, with cover at street level and a route over the roof. This is the first map to refine.
HATCHER FIRST. ONE MAP MASTERED AT A TIME.
Concept previews show the planned core slate. Maps, routes and final art remain in development.
// THE OPERATOR BOARD
OPERATOR CONCEPT / 01// Hatcher
Jalen Ardo
The lot is a four-door problem. He takes the first crossing so the crew does not have to guess.
Any operator. Any loadout. Any crew color. Roles are a way to think about your team, not exclusive powers.
Original game roster concepts. Portraits and names are development material and may change.
// THE FIRST RELEASE
Rokvaren begins on PC.
PlayStation and Xbox are planned for later.
PC RELEASE
PLATFORMPC
RELEASE DATETo be announced
PRICINGTo be announced
No purchases or payments are being accepted. Purchase contents, delivery timing and refund terms will be available before sales open.
// KNOW THE GROUND
An original urban multiplayer shooter in development, set in Tivolio. The direction combines fast, responsive gunplay with cover decisions, crew identity and first-person / third-person camera options.
PC is the initial release focus. PlayStation and Xbox versions are planned for later. Console release dates, store availability and certification have not been announced.
Not yet. Purchases are disabled. Pricing, purchase contents, delivery timing and refund terms will be published before sales open. Joining the news list is free and does not reserve a copy or grant game access.
The world scenes and operator portraits on this site are generated concept art showing the intended visual direction. They are not captures of the current playable prototype. Final art, maps and features can change during development.
The core launch direction is Quad Madness, Free-for-All and Street Warfare, with a six-map Tivolio slate. We are developing and mastering one map at a time, beginning with Hatcher. The six map concepts are not six completed arenas.
Larger resurgence-style districts and a whole-city battle royale are later ambitions, outside the core launch scope. Felony City is a world location and possible later map, not a seventh launch map.
The roster direction is cosmetic identity: any operator, any loadout, any crew color. Point, Brace, Cut and Watch describe play styles, not exclusive character abilities or paid stat advantages.
// STAY IN THE LOOP
New looks at Tivolio. Operator reveals.
PC release news, when it’s ready.