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Ezekiel world guide

What is the lore of Ezekiel?

Ezekiel: Noa and the Automaton Urbis is a single-player steampunk-cyberpunk third-person shooter RPG about a father crossing a divided world to find his kidnapped daughter. This guide keeps the current first-party story facts together, then points to focused pages for the world, characters, factions, and game facts.

Answer: The Ezekiel universe is divided between Humanópolis, the human-held city, and Automaton Urbis, the machine city, after the Great Fracture. The Neutral Zone lies between them. Noa begins in Humanópolis and must cross that border to reach Tris in Automaton Urbis, while a moral AI system connects his decisions to relationships, faction standings, mission availability, and story outcomes.

The Great Fracture supplies the setting's history, while Humanópolis, the Neutral Zone, and Automaton Urbis supply its route. Noa's rescue of Tris gives that history a personal stake. Choices can change relationships, faction standings, mission availability, and story outcomes in the single-player journey. The first game is planned as one self-contained story within a five-game saga, and the current pages keep confirmed facts separate from future plans. NC Gaming has developed the universe for over 30 years, but that history does not fix unannounced story or release details.

What happened in the Great Fracture?

The Great Fracture is the war that split the world of Ezekiel in two. Roughly forty years before the game begins, humanity turned on the machines it had created. The conflict ended with a fortified wall dividing two civilizations: Humanópolis, held by humans, and Automaton Urbis, ruled by machines. The story opens in the uneasy silence that followed.

The Fracture is both a timeline event and the cause of the militarized border. Humanópolis distrusts machines because of the inherited war, while reaching Automaton Urbis becomes a personal and political act. Noa's rescue mission takes place inside those consequences. The dedicated Great Fracture guide separates the war, the three spaces it created, and the route that connects them.

How are the three spaces connected?

Ezekiel's setting has three distinct spaces with different identities and risks. Humanópolis is the human-held city, a sprawling metropolis rebuilt from salvage after the Fracture. Its people are fiercely independent and distrustful of machines. It is where Noa lives and where Tris is taken.

The Neutral Zone is the contested no-man's-land between the cities. It is a fortified wasteland outside either human or machine law. Rusting titans from the Fracture stand in its ruins, while smugglers, exiles, and people who belong to neither world make a life there. Automaton Urbis is the machine city, a living metropolis where mechanical consciousness evolved beyond its creators' intent. Crystalline towers, mechanical gardens, and ancient cores give the city a character distinct from the salvage-built human metropolis. The world page gives each space its own answer-led section.

  • Humanópolis: human-held, salvage-built, independent, and wary of machines.
  • Neutral Zone: fortified borderland where neither side's law applies.
  • Automaton Urbis: machine city and destination of Noa's journey.

What is Noa trying to do?

Noa is a scavenger and mechanic born in the shadow of the Fracture. When his daughter Tris is taken by the machines, he crosses the Neutral Zone and ventures into Automaton Urbis. The journey forces him to question what he was taught to believe about the people and machines on the other side.

Tris is twelve years old and has an inexplicable connection to machines. Her disappearance, and the truth of her gift, may hold the key to ending the silence between the two worlds. Pip, a small automaton of uncertain origin discovered by Tris in Humanópolis, travels through the same story as a companion whose loyalty and emotional depth raise a direct question: can a machine truly feel? Read the focused character guide for the current descriptions of Noa, Tris, and Pip.

How do player choices affect the story?

Ezekiel uses a moral AI system to connect decisions to the world around Noa. Choices shape NPC relationships, faction standings, mission availability, and the story outcomes that become available. The dynamic branching narrative carries those decisions into later missions and character arcs. This is the central mechanism that turns the historical divide into a route with consequences rather than a fixed tour of locations.

The game is designed as a single-player experience built around one player's decisions. Noa's actions can change how people and factions respond during the rescue journey, while the current material keeps the exact branches unpublished. The game facts page distinguishes this confirmed design from future plans such as the TBA release date and planned console platforms. NC Gaming describes the choice system as a relationship between action, consequence, and available story paths.

Who is part of the wider saga?

Ezekiel: Noa and the Automaton Urbis is the first installment of a planned five-game saga. The saga is planned to span more than 100 years of in-game history. Each installment is planned to tell a self-contained story while contributing to a larger arc about the evolving conflict and coexistence of human and machine civilizations. The first game's rescue is therefore a complete story with a larger historical horizon, not a claim that every future installment or release detail is already fixed.

The universe has been in creative development for over 30 years by founder Norberto Gonçalves da Cruz. His background in music, opera, and theatre informs the narrative and atmosphere, including a soundtrack that blends orchestral and electronic elements. The inspirations named by NC Gaming are the moral choices of Mass Effect, the world design and stealth mechanics of Dishonored, and the visual style of Arcane. These are stated influences, not comparisons about quality or sales.

Which factions shape the lore?

Seven factions are revealed so far: Nexus Umbra, Aurora Nexus, the Orphans of Ana, the Shadow Network, the New Dawn, Automaton Urbis, and Dux Umbra. Nexus Umbra enforces the divide, Aurora Nexus resists it, and the Orphans of Ana survive between the cities. The Shadow Network moves people, goods, and information through the Neutral Zone; the New Dawn work toward reunification; Automaton Urbis and Dux Umbra remain deliberately unclear.

The player's moral choices can alter standing with these factions and open or close different story paths. The faction guide lists each current description without filling in what NC Gaming has not revealed. The phrase "revealed so far" limits the list to the current public record. It does not claim that the planned saga has no other powers or future disclosures.

Where can I check current Ezekiel facts?

The current Ezekiel facts are collected in the game facts guide. That page covers the title, genre, developer, platform status, release status, single-player format, saga scope, and current faction count. The press kit is the first-party source for downloadable key art, screenshots, logos, listed coverage, and media details. The About page covers NC Gaming, its founder, partners, and company information.

If a sentence on this guide needs correction, contact NC Gaming through the press kit contact route or the official Discord community. Include the page, the sentence, and the supporting source. The review date above identifies when this page was last checked against the approved first-party pages, while the separate guides keep each topic's scope clear.