After leaving G&K, the Commander ventures into contamination zones, taking bounty work in search of a stable income. A routine transport mission turns into an ambush, drawing the Commander into a larger conflict. Along the way, the Commander meets Tactical Dolls whose individual stories make them part of the team, giving the campaign a personal thread alongside its factional upheaval.
Combat is built around 3D stages where cover, mechanisms and terrain shape tactical decisions. Players assess the battlefield and lead their Dolls, while a detailed weapon system offers handguns, machine guns and shotguns, with freely attached accessories for customized appearances. These concrete systems frame the game as a strategy RPG: its action comes from positioning and adapting to a changing stage, rather than from the story alone.
Outside combat, character-focused features add another dimension to the format. Gift-giving can deepen affinity, and reaching a certain level allows a Covenant that unlocks exclusive material. The Refitting Room supports interaction with Dolls, while the Dormitory’s dynamic camera is designed for capturing everyday moments.