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World Atlas / The Six Ages

1906—1946 / Historical camera positions

ATLAS-03 / TALE OF AGES

Choose a year.
Walk into the street.

Six dates open on medicine, war, steam, machines, occupation, and return as people actually meet them: through journeys, queues, papers, work, shelter, and interrupted plans.

First camera
1906 / Awe
Play anchor
1926 / Ashglass
Sixth camera
1946 / Animals

How to read the dates

A date is a door.
Not a verdict.

Each Age begins before its title card and continues after it. The atlas stops at visible conditions: what changed, what a person can encounter, and what pressure is already in the air.

Dateopensstreetrevealspressureinvitesplay
011906

Historical camera

Age of Awe

Medicine, rail, and power make old impossibilities ordinary.

New York expands around Anima. Journeys shorten, treatments change, cities draw more power, and public confidence rises with every working demonstration.

021916

Historical camera

Age of Anima

The First Anima War takes hold of the modern world.

Troop movements share the same rail networks once advertised as civic progress. Medicine and power arrive beside casualty lists and mobilisation orders.

031926

Opening campaign anchor

Age of Ashglass

Post-war comfort runs on mature steam, Anima, and Ashglass.

A tram passes beneath steam lines while a wealthy motorist crosses the same rain. Clinics, automata, computation, utility meters, and domestic comfort belong to daily life—unequally.

Explore 1926 in detail →
041936

Historical camera

Age of Animosity

Desks, ledgers, and machines begin deciding who may pass.

A person can be sorted before reaching the counter. Guild authority has hardened, surveillance has become ordinary, and those able to pay can move around Law.

051941

Historical camera

Age of Anima 2

Occupation turns streets, courts, and worksites into controlled ground.

Patrols check papers, Law bends, underground routes carry people and messages, and unfinished construction rises above districts losing services.

061946

Historical camera

Age of Animals

Return begins inside a damaged city.

Residents come back to broken routes, crowded rooms, missing records, interrupted schooling, strained clinics, and institutions carrying the marks of occupation.

Enter without the lecture

Begin with a person.
Let history arrive.

You do not need to memorise a timeline. Choose an Age, make a character, and meet the world through a place, a task, and somebody whose day has already gone wrong.

01 / Place

Arrive somewhere specific

A station, clinic, worksite, hearing room, occupied route, or damaged home gives the year a physical edge.

02 / Task

Take the immediate problem

Move the medicine. Find the missing record. Cross the checkpoint. Repair the line. Decide whom to believe.

03 / Person

Follow what changes for them

The Age becomes real through somebody who can lose time, work, safety, shelter, standing, or trust.

Public boundary

The street is visible.
The answer is not supplied.

This atlas stops at public orientation. The source and campaign govern anything beyond what is visible here.

Play inside the history Inspect the release