1. How it works
Reading, typing, and a city on a clock.
ARCHITECT runs in a browser tab and it's built on writing: you read where you are, and you type what you do. Everything in it's reachable that way. The map is a command. The pocket tablet the city issues you is an index of verbs. A television is furniture you sit at and listen to. Lock-picking, hacking, poker and chess all have written versions you play, live and timed.
What it doesn't have is a pause button. The city keeps its own time whether you're logged in or not: a day passes every eight real hours, weather rolls across the map, streetlights come on at dusk.
You're one person in that city. You have a body with meters attached to it, an inventory, a bank balance, and skills that get better only by being used. There's no quest arrow. The game's answer to what should I do is generally whatever you can afford.
Setting it to run as a transcript
Do this first. Type displaymode log, or choose it on
the login screen, or go to Tablet → Settings → General → Display Mode. From then on the
whole game arrives as one plain transcript that only ever grows downward: where you
are, what happened, what people said, what a machine is doing. Nothing is off to the
side and nothing repaints under you.
There's also an accessibility command, which opens those settings
directly and needs no tablet of its own. It covers voice input and Read Aloud as
well.
Once you're in, type tutorial. It's a short spoken walkthrough of the
seven things worth knowing, it waits for you rather than running on a timer, and
tutorial done ends it. tutorial tablet walks the tablet the same
way. Both replay any time.
The two sizes of a room
Nothing announces this one, and it's worth the habit.
Walking into a room gives you the short version: the name of the place, how dark it is, anything about to hurt you, who's here, and the way out. That's deliberate — a hallway shouldn't be twelve lines every step.
Typing look gives you the long version, always: the prose,
the furniture, what you can sit on, everything the short version folded away. Nothing is ever hidden from you, only held back until you ask. Use it in any room you
actually care about.
"Also here:" is the folded line. Items, corpses, vendors, furniture
and doorways collapse into one closing list of nouns. Every one of them can be examined,
taken or used, and look unfolds the lot.
Asking for the rest
Everything the game knows about you or the city is a verb away, and these are the ones you'll wear out.
| Command | What it tells you |
|---|---|
| look | The room in full, always |
| x <thing> | What a person, item, door or machine is — and, at the end, what you can do with it |
| map | Where you are and what's around you, written out |
| stats | You: health, hunger, thirst, radiation, sanity, the state you're in |
| i / gear | What you're carrying; what you're carrying and wearing |
| who | Everyone in the world right now, not just this room |
| tablet | The index of apps, each one a verb of its own — map, balance, codex, skills |
Examine constantly. If a line ever leaves you thinking "and now
what", examine the thing it named. x sully, x corkboard. It's
how the city tells you which verbs a thing answers to.
How a turn works
You read what just arrived, then type one short instruction. The answer comes back in the same stream, under your own command echoed back. A sample exchange:
> x sully
A heavy man in his sixties with a burn scar up one forearm. He has the
expression of someone who has heard your story before.
> talk sully
Sully: "You look like six credits and a bad decision. Drink?"
> north
You step out onto the quay. Rain, and the smell of the water.
Commands are verb, then thing: x sully, take bottle,
attack rat. Short and flat. If you type something the game doesn't recognise it says so and nothing happens, so
experiment.
2. Where you wake up
The vat, the tablet, the street.
You start in a cloning facility, because in this city dying is a service you subscribe to. Before you're even out of the room a hatch spits a tablet at you — map, bank, messages, reference library. Open it early.
Then the door opens onto Coldwater Basin and you're on your own.
Moving
The world is a grid of rooms joined by compass directions. Every room lists its exits. You travel one room at a time.
| Command | What it does |
|---|---|
| n s e w | North, south, east, west |
| u, d | Up and down — stairs, ladders, lifts |
| in, out | Through a door — into a shop, back onto the street |
| map | An overhead sketch of what's around you |
Buildings are entered by walking at the door from the street outside, and left the same way.
3. The five things keeping you alive
Your body, tracked in real time. These drain continuously — while you play, and while you're away.
| Meter | What it means |
|---|---|
| HP | Damage taken. Zero is death — survivable, but expensive. |
| Hunger | Eat. Food is cheap and everywhere. |
| Thirst | Drink. Drains faster than hunger. |
| Radiation | Climbs outdoors and in bad places. Rots you slowly. |
| Sanity | Frays from violence, isolation and worse. Low sanity lies to you. |
None of these will kill you in the first hour. All of them will kill you in the fifth
if you ignore them. Check with stats; buy a meal before you need one.
The fixes are the obvious words: eat <thing>, drink <thing>,
sleep in a bed, and a clinic for radiation. use works on most of it
if you can't remember which.
Radiation is the sneaky one. It doesn't hurt. It just climbs — and high enough, it hands you a permanent mutation you didn't ask for. Some mutations are good. That isn't a plan.
4. Money, and getting some
Currency is credits (₵), held in two places: cash on your body, which anyone can take off your corpse, and a bank balance, which they can't. ATMs are scattered around the city.
| Command | What it does |
|---|---|
| balance | What you've got, carried and banked |
| deposit 200 | At an ATM — the safe half |
| withdraw 50 | The spendable half |
| shop sully | See what a vendor sells |
| buy beer | Hand over credits |
| sell scrap | The reverse — vendors buy what they deal in |
Early income is honest work: a job board with small rotating gigs, things worth scavenging off the ground, and vendors who'll take junk off your hands. Later income is less honest. That's between you and the police.
5. Carrying things
| Command | What it does |
|---|---|
| i | Your inventory and what you're wearing |
| take lighter | Pick something up |
| drop lighter | Put it down — it stays there |
| equip jacket | Wear or wield something |
| use stimpack | The generic "do the obvious thing with this" |
| stow knife in bag | Containers hold items and travel with you |
Gear wears out with use. A coat that's taken a beating says so when you x
it, and there are people who repair things for a fee. Gear at zero condition is
destroyed outright — don't ride a good weapon into the ground.
6. Violence
Slow, decisive, and worth avoiding. Fighting resolves on a cooldown of a few seconds. Mashing keys gains you nothing. Choosing your fights gains you a great deal.
> attack scav
You swing the pipe wrench at the scav's head — it connects with a wet crack.
The scav lunges, opening a gash across your left arm. You're bleeding.
> attack scav
Your wrench takes him down. He doesn't get up.
> loot corpse
You take: 41 credits, a chipped blade, half a ration bar.
Hits land on specific body parts, armour soaks specific damage types, and bleeding keeps costing HP after the fight ends. Bodies stay lootable by anyone for an hour of real time, including yours.
Three things you can do mid-fight
Once you're swinging, the swings happen on their own. What you decide is this:
| Command | What it does |
|---|---|
| aim head | Call your shot at a body part instead of taking what you're given |
| pow | Wind up. The next blow lands for 250% damage |
| dodge | Give up your next swing to make yourself much harder to hit |
Aiming is opt-in and easy to overrate. aim head, aim left
leg, aim auto to stop. A called shot costs accuracy, and at low skill it costs
a great deal of it — a head shot from an unskilled hand mostly misses. Aim at a limb you want to
wreck, or once you're good enough to afford it. Otherwise leave it on auto.
pow and dodge share a cooldown, so
you're always choosing offence or defence, never both. pow is a wind-up, not an extra swing: it takes longer to land and hurts
far more. It's how you finish something, and a bad trade when you're the one running
out of HP. dodge gives up your
attack for a few seconds of much better defence — for when a fight has turned and you need one
exchange to go your way.
And you can leave. flee breaks off a fight you're losing, sneak
keeps you out of one — each observer notices you separately, so one person spotting you doesn't
mean everybody has.
> aim head
You'll go for the head. Called shots cost accuracy.
> pow
You plant your feet and draw the wrench back.
You drive the pipe wrench into the scav's head — CRITICAL POWER.
Two kinds of ground
The city is three bands stacked from north to south:
- Coldwater Basin, the city. Bars, shops, clinics, apartments, the job board, banks. Other players can attack you here — nothing stops them but the cameras. Draw on someone in the open and you're witnessed, wanted, and hunted by police who escalate. Spend your first hour entirely inside this band.
- The Curtain, running along the southern edge, with one way through it: the South Gate.
- Beyond. Full loot, live player-versus-player, and things that hunt you.
The city core is watched ground, not safe ground. Past the edges, in the badlands west of town and the wastes south through the Curtain, nobody is watching at all, and whatever you were carrying is theirs if they win.
The rule the city runs on. Nothing here is illegal until it's seen. Bank your money, and don't carry anything out there you'd be sad to lose.
Dying
You wake up back in the vat. You keep every skill you ever earned; you lose what was on your body, which is now lying wherever you fell for anyone to pick up. Death is a setback and an errand.
7. Getting better at things
Twenty-six skills, no experience bar. You improve a skill by doing the thing. Picking
locks makes you better at locks; missing punches makes you better at punching. Check
progress with skills.
None of the cooking, the fishing, the chemistry or the mining is locked behind a level. It's locked behind having tried it a few times and been bad at it first.
8. Other people
| Command | What it does |
|---|---|
| say hello | Speak aloud to the room |
| me shrugs | A freeform action line — me leans on the bar |
| talk grady | Start a conversation with an NPC |
| who | Who else is online |
The NPCs remember you. Talk to the same barkeep enough times and he stops greeting you like a stranger; some will do things for someone they know that they'd never do for a walk-in. Rudeness persists too.
9. Living here
The first thing to get is somewhere to live, and what you're buying is the lock. Sleeping leaves your body lying in the room where you slept, and a body is lootable and killable whether or not anyone's home behind it.
You can't just doss anywhere, either. The game only lets you sleep in a place you rent, a tagged sanctuary, or a flat somebody left unlocked — and the last two mean anyone at all can walk in on you while you're under.
A place of your own
Vacant units advertise themselves. Stand in one and type rent. From then on
it's yours: it locks, it holds your things, and sleeping in a safe room you own recovers you
faster than dossing anywhere else.
| Command | What it does |
|---|---|
| rent | Take the unit you're standing in |
| lock / unlock | The door. Use it. |
| upgrade lock | Better lock, harder to pick — worth it once you own anything |
| sleep | Timed recovery, scaled by how safe the place is |
| deed | Buy a shopfront, if you'd rather be a landlord than a tenant |
Rent falls due every seven days on the city calendar, and the city clock is fast — a day
is eight real hours, so a week's rent comes round in a couple of real days. Miss it and
you're out. The tablet's calendar tracks the due date — tabletnav calendar, and
remind sets an alarm against it.
Your mess is now your problem. Unowned rooms get swept clean nightly by somebody else. A room you own keeps its stains for a full rent cycle. That's why anybody owns a mop.
The kitchen
Cooking is a full craft, not a crafting menu. You chop, season, heat and time things, and the pan can be wrong in ways it'll tell you about.
| Command | What it does |
|---|---|
| chop / mince / cut | Prep an ingredient before it goes in |
| marinate / cure / butter | Slower preparations, better results |
| cook | Start the pan. Needs a stove, and needs to make sense |
| stir / flip / taste | Work it while it cooks — the part that takes skill |
| plate | Serve it up |
| cookbook / recipe | What you know; save a combination you invented |
| shoplist | What you still need to buy, derived from your inventory |
| prepare <recipe> | Walks the steps for you — and stops at the stove, because heat is the part you're supposed to do |
One thing catches everyone out: dry starch needs liquid. A pan of pasta
with nothing in it refuses to cook, so fill a vessel at a water source first.
The bar
A finished drink lives on the vessel. That's why a good mug is worth
owning. mix at a bar, brew if there's a machine for it, and drink it
where you are — anything worth finishing takes long enough that leaving the room cuts it
short.
The television
Every set in the game is a real piece of furniture on the real power grid.
| Command | What it does |
|---|---|
| watch tv | Start watching whatever's on |
| tune <n> | Change the channel |
| tune 0 | Switch the set off — for the whole room |
| tv off | Stop watching, and leave it on for everyone else |
Channels run a genuine schedule, and the programmes are assembled live rather than replayed — news, sport, talk shows, films. It's worth an evening on its own once you have somewhere to sit.
You can be on television. Game shows are the one broadcast you can be
inside. Stand in the studio when a round opens and you're a contestant — answer
with guess, on air, citywide, for money. One asks what things are worth; the
other asks what you know about the city.
The game's on
Two sports run real seasons with real standings: Deadball (baseball) on Mondays, Wednesdays and Fridays, and Cluster Puck (hockey) on Tuesdays, Thursdays and Sundays. Games are simulated fresh and called by commentary.
| Command | What it does |
|---|---|
| standings | The league tables |
| wager | Put money on a game |
| worldseries / cup | The postseason, when it comes round |
A bar with the set on is the room's game, not yours: sit down, order something, and let the place watch it with you.
Weather, which is trying to kill you
The forecast runs seven days ahead and you read it on the tablet
(tabletnav news). Most of it is
texture. Some of it's not.
- Severe weather is lethal — but only to the unprepared. The right coat turns a killer into an inconvenience.
- There's no free safe haven indoors. A blacked-out building has no heating, and cold kills inside just as well as out.
- Wind costs stamina on every outdoor step. It never blocks you; it just bleeds you.
- Named events happen. Acid rain. An ion storm that drops the entire city grid — lights, ATMs, televisions.
- The warning is vague on purpose. A severe band on the forecast tells you something is coming that week. It doesn't tell you what, or exactly when.
Take the coat. Cheap, boring, and the difference between weather being scenery and weather being the thing that killed you.
10. Your first hour
Grady, two clonejackers, and a hole in the road. You don't have to invent something to do. There's a proper opening chain, and it's built to teach you the game by making you use it.
Find Grady
Off Ironside there's a cramped front room made of corrugated sheet and honest intentions, with flashlights and coils of spare cells hanging off every nail: Two-Cell Supply. Behind the crates that serve as a counter is Grady "Two-Cell" Okonkwo, who watches the door the way a fisherman watches a net.
He sells the boring things that keep you alive — water, jerky, bandages, batteries, lights
— at prices a newborn can afford. talk grady.
The First Hour
Grady has a complaint. Clonejackers are working the strip south of the Embassy, and they're killing his business by killing his customers — people exactly like you, about an hour younger. He'd like two of them gone, and his stolen flashlight cells back.
- Head south past the Embassy's warm lights. A quest plots the route for you and tells
you how many stops away it is; say yes to auto-walk and your legs do the rest.
gps <place>plots one to anything you can name, andwalkorrunsets you going. attack clonejacker. Twice, on two different clonejackers. This is your first real fight and it's meant to be winnable.lootthe bodies until you find Grady's cells.- Walk back and hand them over.
He pays ₵120, some jerky and bandages, and a lucky flashlight. Take note of that flashlight. It isn't a souvenir.
Down the Drain
Because his next problem is underground. The storm drain on Ironside is backing up with vermin, and vermin work their way up — toward the vats where people like you're grown.
So you go down the rusted ladder into the Under, the sewer level beneath the city, and cull six of the things living in it. Rats, roaches, slimes; they all count. It pays ₵180.
Notice what Grady just did. The flashlight from the first job is the equipment for the second, and going down without a light will show you why. The city hands you a tool, then a reason.
After that
stats— see what's draining. Spend some of Grady's money on food and water before it matters.- Buy something to wear and something to hit with.
equipboth. - Head for the franchise strip job board — rotating legal gigs, small money, no way to die.
- Bank what you don't need to carry.
depositat any ATM. - Walk down to the South Gate and look at it — the guards, the turrets, the killing ground past the Curtain. Don't walk through. That's for a later night, with a full pack and someone else along.
11. A day in the life
Much later, when the city is yours. None of this is hour one. It's what an ordinary day looks like a long way in, here so you know what's out there. A city day runs eight real hours, so what follows is an evening or two of play, not a career.
06:40 — your flat: wake up somewhere that's yours
You come round in a rented unit with the door locked behind you, which is already a
different game from sleeping rough. Sleep ran its recovery; if you dreamt, that was its own
thing — three or four rooms generated just for you and dissolved when you woke, while your body
lay here in the dark being lootable. Verbs: x mirror, shower,
stand.
07:10 — the kitchen: coffee, and the news
brew something hot — it stays hot on a derived timer, so don't leave it. On the
tablet: overnight headlines and the seven-day forecast. There's a severe band on Thursday. You
make a note to have the coat by then.
08:30 — the strip: work, of whatever kind you've chosen
Maybe it's honest: a shift, a job off the board, a shopfront you hold the deed
to, with staff you hired and stock you ordered. Maybe it's a corp, and your day is territory
and influence and somebody else's treasury. Maybe it's the other kind: somebody's lock,
somebody's pocket, a batch cooking in a cabinet that shouldn't be there.
11:00 — out past the rim: get something out of the ground
Fishing off the quay with the right rod, mining a deposit with the right tool, scavenging a ruin on a perpetual search that runs until it empties out or something interrupts it. All three are postures: you start them, and they keep going while you watch the water.
13:20 — your kitchen again: cook properly, for once
Not a ration bar. Something chopped and marinated and watched, off a recipe you worked out yourself and saved under a name only you use. The good stuff is worth real money to people who can't cook, and the very best of it can't be improvised — it has to be learned.
15:00 — somewhere private: the business you don't advertise
A bench behind a cabinet that doesn't look like a lab. Synthesis, splicing, something curing. Or the other trades: a lock that isn't yours, a pocket that isn't yours, a network of eyes you've paid for reporting who walked where. All of it's witnessed by somebody eventually, and the city keeps a wanted level.
18:00 — the bar: a beer, and the game's on
Sit down. Order. Drink it slowly, because that's the only way it works. The set in the corner has the Deadball game on and half the room is watching it — there's money on it, some of it yours. Somebody's at the piano and is actually playing it, key by key, on their own keyboard.
20:30 — upstairs: cards, chess, or a worse idea
A poker table with real seats and a host who deals. A neon chess set. The casino, if you hate money. Or trading cards — packs from a machine, and the odd feeling of opening one to find a stranger who minted themselves at a terminal last week.
23:00 — the gate: out, if you're going out
The Under for something specific. The badlands with people you trust. South through the Curtain into the Wildlands, which is the version of this where you write a will first. Full loot, live player-versus-player, and things that hunt.
02:00 — or a cell: however it ends
Home to your own bed and a mess you'll have to mop yourself, because a room you own keeps its filth. Or Holding, with your gear in an evidence locker and a cell door somebody could hack. Or the vat, with everything you were carrying lying somewhere out in the dark for whoever finds it first.
The point of all that. There's no track you're supposed to be on. The pilot, the cook, the card sharp, the chemist and the person who just likes owning a nice flat are all playing the game correctly. Skills only go up by use, so you become whatever you keep doing.
12. When you're stuck
Five commands that always answer.
| Command | What it answers |
|---|---|
| help | The full command list, always |
| map | Where am I, and what's near |
| stats | What's wrong with me |
| i | What have I got |
| x <thing> | What is that |
For everything else: try the verb. If it doesn't exist
the game says so and you've lost nothing. Half of learning this city is discovering that
fish, cook, mop and gossip all do
something.