Part one · Your first hour
A guide to your first hour in Coldwater Basin — what you're looking at, what to type, and what will kill you.
No install · No download · Open a tab and you're in
Text-only edition of this guide — plain, linear, screen-reader first, with every diagram written out.
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. A great deal hangs off that: a live minimap, a drag-and-drop inventory, a pocket tablet with thirty-odd apps, a television you can sit and watch, lock-picking and hacking minigames, a neon chess set, a poker table, and a long way out from all of that, a flight simulator you fly looking out of a cockpit window.
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.
The whole game is one screen: a thin strip of readouts down the left, buttons along the bottom, and the middle split into two panes.
The top pane is the room, and it keeps itself current. Walk somewhere and it repaints with the new room; someone else walks out and it repaints without them. You never have to ask for it.
The bottom pane is the log, and it scrolls. That's the running account of what happened — things said, blows landed, a door unlocking, a stranger's television bleeding through the wall. It only ever grows downward.
look constantly to find out
where you are. Here you don't — the room is already on screen, and it stays
right. What you'll actually use is examine (or just x)
to inspect a thing: x sully, x corkboard. The
smartbar counts them for you — Examine (4)
means four things here are worth a closer look.
Hover or tap any part of the screen below to find out what it does. Use Tab and ↑↓ to step through the regions. Click to pin one while you read.
in and out are doors.You read the room, then type one short instruction. The answer comes back in the log; if the instruction changed the room, the pane above updates itself.
> 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. (the room pane above has already changed)
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.
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.
The world is a grid of rooms joined by compass directions. Every room lists its exits. You travel one room at a time.
| 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. The lit arrows on the d-pad are the exits that exist, so you can navigate the entire city without knowing a single compass direction.
Your body, tracked in real time
These drain continuously — while you play, and while you're away.
Damage taken. Zero is death — survivable, but expensive.
Eat. Food is cheap and everywhere.
Drink. Drains faster than hunger.
Climbs outdoors and in bad places. Rots you slowly.
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.
Credits, banks, vendors
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.
| 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.
Inventory, gear, wear and tear
| i | Your inventory and what you're wearing, as a panel |
| 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.
Slow, decisive, and worth avoiding
Fighting resolves on a cooldown of a few seconds. There's no advantage in mashing keys, and a large advantage in choosing the fight.
> 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.
Once you're swinging, the swings happen on their own. What you decide is this:
| 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.
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.
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.
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 flying is locked behind a level. It's locked behind having tried it a few times and been bad at it first.
Talking, and being remembered
| 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.
What the city is actually for
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.
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.
| 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 app tracks the due date.
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.
| 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.
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.
Every set in the game is a real piece of furniture on the real power grid. Find one, and:
| 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.
guess, on
air, citywide, for money. One asks what things are worth; the other asks what
you know about the city.
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, called by commentary, and carry a score bug on screen.
| 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.
The forecast runs seven days ahead and you can read it on the tablet. Most of it's texture. Some of it's not.
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.
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.
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.
attack clonejacker. Twice, on two different clonejackers. This is
your first real fight and it's meant to be winnable.loot the bodies until you find Grady's cells.He pays ₵120, some jerky and bandages, and a lucky flashlight. Take note of that flashlight. It isn't a souvenir.
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.
stats — see what's draining. Spend some of Grady's money on food and water before it matters.equip both.deposit at any ATM.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.
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.
x mirror · shower · standbrew 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
⚠ on Thursday. You make a note to have the coat by then.
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 you fly —
freight, medevac, VIP charter, or the ones that don't file a flight plan. Maybe
it's a corp, and your day is territory and influence and somebody else's
treasury.
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.
fish · mine · scavengeNot 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.
chop · marinate · cook · stir · plateA 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.
synthesize · splice · pick · sneak · hubSit 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.
sit · buy beer · watch tv · wager · play pianoA poker table with real seats and a host who deals. A neon chess set rendered in three-quarter view where the pieces stand up off the board. 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.
sit · bet · move e4 · openpackThe 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 PvP, and things that hunt.
south · attack · flee · lootHome 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.
mop · lock · sleepFive commands that always answer
| 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 |
displaymode log. That folds the whole game down into one plain
scrolling transcript: no panes, no panels, everything narrated in order. It's built
for screen readers, and it's a real way to play: the minigames still run, called out
in words. displaymode visual
puts it back.
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.
The nine competing orders and the argument they're having. Mutation versus chrome. The flight simulator. Chess, poker and the card machine. Running a shop, or a corporation with a protection racket. The chemistry trade. Weather that kills. Television with a cast that has to turn up to work.
Read part two → Part threeKeep this city or leave it, and what humanity should turn into next. All nine orders and what each one actually wants, where they're stationed, how you end up siding with one without ever picking from a menu, and what that does to your prices, your doors and your body.
Read part three → Part fourThe systems you only find because somebody mentioned them in a bar. Programming the client until it plays half the game for you, protection rackets, the chemical trade, trading cards, and making a living hauling freight across the waste.
Read part four →Coldwater Basin
Register a character and you're in the vat inside thirty seconds. Somebody named Grady has a job for you.
architectgame.net
COLDWATER BASIN RUNS WHETHER YOU'RE WATCHING OR NOT. TAKE A COAT.