03/10/2026
I’ve been sitting on this one for quite a while, but I think it’s finally time to properly show it.
This is NULLION.
I started working on Nullion back in September 2025 and until now I’ve kept most of it pretty quiet while I worked out what the game actually was. Last night we had the first proper playtest of the second full version of the rules and it honestly went better than I expected. It was fast, chaotic, funny, brutal, and most importantly the bits I really wanted to work actually worked.
We had fighters getting shoved off platforms, catching themselves on edges, hanging from gantries, falling several levels and fights completely changing because somebody had ended up standing in the wrong place. By the end of it I felt like the game had finally become the thing I’d been trying to make.
The main idea behind Nullion is that the terrain shouldn’t just be something you put your miniatures on. It should actually matter.
The game is designed around small but vertical tables and using that space as the focus of the fight. You can push people off ledges, reposition in a brawl to set up a shove, leap gaps, drop down levels, hang from platforms and generally use the battlefield itself to make life difficult for the other player.
Underneath that there’s opposed rolling, randomised activation, dynamic objectives, campaign progression and a lot of emphasis on positioning rather than just standing still and trading attacks.
There’s still loads to do, but after last night I’m properly excited about where it’s heading and I don’t really want to keep it hidden away anymore.
I’ve now opened a dedicated Nullion section in the Tempest Terrain Discord where I’m going to start sharing the rules, playtests, factions, terrain, artwork and the general process of developing the game.
If you want to follow along from this point, or get involved in playtesting further down the line, come and join us.
NULLION
THE VERTICAL SKIRMISH GAME
The battlefield is a weapon.