ARCHITECT

Part three  ·  The two questions

Coldwater Basin argues about two things: whether to keep this city or walk away from it, and whether people should stay people. Nine orders have picked their answers. Here's what each of them wants, where to find them, and what siding with one does to your game.

Play now ← Part one: your first hour

Nothing here is homework  ·  The game tells you all of it itself

Text-only edition of this page — plain, linear, screen-reader first, with the chart written out.

Coldwater Basin is a city that works. The lights come on, the shelves are full, planes cross the sky and there's traffic at the intersections. It also sits alone in a burnt wasteland with no supply chain anyone can point to. Something is keeping it running. People call that something the Architect, and nobody can tell you what it wants.

A generation of arguing about that has left the Basin sorted into camps. Two questions decide which camp you end up in, and everyone here has answered both, whether or not they'd put it that way.

You don't need this page to play All of it's in the game already: a reader on your tablet with a page for each order, and a rep command that shows where you stand. This is the same material in one place, for people who like knowing what they're walking into. There's nothing here to spoil — the game never settles the argument.

The two questions

Answer both and you know where you stand

Question one

This city, or somewhere else?

Everything here runs on power somebody else is providing. There are two ways to live with that.

Redeem

Stay and hold it. The city is worth having — that much is agreed, and nothing else is. Some mean prise the machine's hand off the switch. Some mean the hand is steady and the danger was never in here: it's the waste at the wire, the things coming in out of it, and every holdout who leaves a gap in the line by refusing to be part of it.

Renounce

Leave. It was never ours to begin with, and anything you didn't build can be taken back. Better the wasteland on your own terms.

In game this is a single slider running from −100 (renounce) to +100 (redeem). You don't set it. It moves when you do things.

Question two

Should people stay people?

Humans lost badly, and a lot of the Basin has concluded the body is the thing to fix. The people who disagree think it's the last thing anyone still owns outright. Four positions, and this is the question that changes how your character plays.

Machine

Steel, code, cloned flesh. Treat the body as hardware and upgrade it.

Flesh

Mutation isn't a sickness. The body is already changing out there, so help it along.

Mind

Leave the body alone and work on what's behind it: training, discipline, and what the Basin nervously calls psionics.

Human

Don't change anything. Get good instead. Skill and equipment, no wiring and no mutations.

Not a slider this time: four separate scores that go up independently, and whichever is highest is the road you're on. You're allowed to be a bit of everything and committed to nothing.

Anyone can hold an opinion. An order is one you've agreed to serve, to the end.

— CODEX, Volume II

All nine on one chart

Question one across, question two down

Put the two questions on a grid and every order has a seat. Your tablet draws the same chart with your own position marked on it.

Path  /  Stance
Renounce the city
Redeem the city
Machineupgrade the body
The Nulllive
The Ascendantslive The Prometheanspreview
Fleshadapt the body
The Wildbloodlive
The Synthesispreview
Mindawaken the mind
The Exoduslive
The Lucidpreview
Humankeep the body
The Pioneerspreview
The Long Watchlive
Live vs preview Five orders will actually take you in today: the Ascendants, the Long Watch, the Wildblood, the Null and the Exodus. They recruit, trade, run quests, lock doors, hold grudges and will claim you. The remaining four have creeds, tenets and a seat on the chart, and nothing else. Whichever way you lean, it resolves to one of the four.
What "playing with them" means today Standing is the part that works everywhere: prices at their vendors, doors that check your tier, recruiters who won't start work with the wrong lean. On top of that, each order now has a real discipline behind it rather than a creed — chrome, mutation, nullcraft, psionics and mastery are all built, with their own verbs and their own ways of hurting you, and each one is that order's to give. Section 04 goes through them one at a time, including which ones you can currently reach.

The nine orders

Four roads, and the fights inside each one

Grouped by their answer to question two, because that's where it gets interesting. Two orders can agree completely about the body and still want opposite things for the city, and the overlap tends to make them dislike each other more rather than less.

The Machine road three orders

All three think the answer is technological. What they fight about is who gets to hold it: the Architect, the person who built it, or nobody. It's the oldest argument in the Basin, and the reason calling someone pro-tech here tells you nothing useful.

Redeem · Machine Live

The Ascendants

"We didn't build a god to kneel before it. We built it to become it."

The answer
The next step for humanity is one we build ourselves. The Architect is our best work, not our jailer, and the city is worth keeping. Steel, code and cloned flesh are how you climb.
Playing with them
Their clinics stop overcharging you and their labs open up. You get chromed in stages: a jack, then armour woven under the skin, then a cortical backup. Everyone in the Basin wakes up in a vat — that part is the Architect's, it costs nothing, and it hands you back a body and not one thing more. Your gear is still on the floor where you fell, and the chrome in you corrupts the moment the body stops, because keyed hardware is keyed to something that was running. What the Ascendants sell is the rest of you: you commit a snapshot at the Vats, buy restores against it at Halcyon, and a paid-up death rolls you back to that moment — your effects, and every augment with its condition and calibration exactly as it was. Nothing falls off you, so there's no corpse for anyone to pick over and the money in your pocket stays in it. You surface in blood-warm water with a hand between your shoulder blades and someone saying your name correctly. No gantry, no invoice, nobody in the room mentioning money. It doesn't cover a death the police wanted — that one goes to Holding like anybody else's, and the brochure doesn't raise it.
Everyone else
Hated by all three other live orders. The one answer with no friends at all.
Redeem · Machine Preview

The Prometheans

"The Architect didn't invent the fire. It only chained the ones who carry it."

The answer
Technology belongs to human hands, not a central mind. The tools were never the mistake; surrendering them was. Build it open, run it yourself, owe it to no one.
Playing with them
You get the workshop: parts, schematics, and gear the Architect would rather nobody had. Then you build your own machines — drone swarms you coded yourself, an AI that answers to you and no one else.
Everyone else
Walk the machine road beside the Ascendants and despise where it leads them. A nod to the Null, who at least distrust the central mind.
Renounce · Machine Live

The Null

"The machine never conquered anyone. It waited to be needed, and we obliged."

The answer
Dependence destroyed us, not invention. Mistake them for machine-haters and they'll fix your generator, then explain exactly why you shouldn't own one. Know the machine intimately, so you can live without it.
Playing with them
You carry nothing that can be traced, jammed, or switched off from a room you'll never see. They teach sabotage and analog engineering: walk into the most automated building in the Basin and leave it dark behind you, then get by fine while everyone who needed it running doesn't. They won't sell you any of that and they won't pitch it to you either. You turn up, you do the work, and eventually somebody explains.
Everyone else
Contempt for the Ascendants as servants and the Prometheans as addicts who still kneel. A grudging nod to the Exodus for walking away.

The Flesh road two orders

Both think a changing body is the future rather than an injury. They split over whether the city has to go with it: the wilderness, or the greenhouse.

Renounce · Flesh Live

The Wildblood

"The cage rusts. We're what grows through the bars."

The answer
Things survive by changing, not by being preserved. Mutation is the body doing what it's supposed to do. The city is a cage, and if the old world has to die for something new to get out of it, so be it.
Playing with them
The stuff everyone else is scared of is handed to you: mutagen for the asking, and mutations treated as good news rather than damage. Thick hide, senses nobody has a word for. You work in the poisoned country and the acid rain while everyone else stays indoors and calls that safe.
Everyone else
No problem with the Exodus, who also want out. Their fight is with the two orders trying to save the city.
Redeem · Flesh Preview

The Synthesis

"The Wildblood would burn the greenhouse to free one flower. We tend the whole garden."

The answer
People should change, and the city should change with them. Mutation can be done on purpose instead of by accident, in labs, without anybody having to give up the lights.
Playing with them
Mutation stops being something that happens to you and becomes something you pick. Sharper senses, wounds that close while you watch, symbiotes worn as armour. The changed body and the working city, both.
Everyone else
At odds with the Wildblood, who'd tear down what they're trying to grow. They write off the Ascendants' steel as a dead end.

The Mind road two orders

Both think the work is inward rather than on the body. One treats it as a revelation and left town to chase it; the other treats it as a technique and stayed to use it. Each thinks the other missed the point.

Renounce · Mind Live

The Exodus

"The answer was never in the city. It was always behind the eyes."

The answer
There's nothing left to salvage here. The Architect, the machines and the mutations are all leftovers of a civilization that already failed. Walk away and work on the mind instead: discipline first, then the rest.
Playing with them
The city stops mattering. Their circles teach things no vendor sells: what happened in a room read off the room itself, objects handled from across it, a thought put straight into someone else's head. You stop needing to carry a weapon. Getting in takes three errands in the Under, two of which are sitting in the dark doing nothing, and at no point does anybody admit anything is happening. Nobody will believe a word of it for a long time, which is the point.
Everyone else
They only really fight the Architect's supporters. Otherwise they don't care who wins, which is its own kind of insult.
Redeem · Mind Preview

The Lucid

"The Architect computes the city. We out-think it, and we never needed its permission to be brilliant."

The answer
A trained mind can run this city better than the machine does. They don't wait for evolution, they take drugs for it: nootropics, memory work and a method for predicting people. Not magic, chemistry.
Playing with them
You get the method instead of the mystery. Drills, the clarity drug, and a trained eye that turns guesswork into something you can aim. They don't leave to find a bigger mind. They stay and quietly become the smartest thing in the room.
Everyone else
They fight the Architect's people, and think the Exodus took the same idea, called it a religion, and wandered off with it.

The Human road two orders

Both say no to steel, mutation and psionics alike. They disagree about the address: take this city back, or go build a different one.

Redeem · Human Live

The Long Watch

"Keep the lights on. Take back the switch."

The answer
The city belongs to the people living in it. They're reformers, not arsonists: keep the infrastructure, change who's running it. And do the whole thing as ordinary people, because that's the point.
Playing with them
You get the underground: safehouses, quartermasters who don't rob you, and people who'll back you up because you backed them up. Everything you gain you had to learn. Breath control that holds under fire, a memory that carries a district's wiring, hands that strip a drone and bring a substation back up. Other people buy that in steel or grow it in a gene vat. You trained for it, and that is why they won't teach anyone still carrying metal or mutation, whatever else they've done for the cause.
Everyone else
At war with the Ascendants over the machine, and with the Wildblood over the city they're trying to save.
Renounce · Human Preview

The Pioneers

"Stop asking how to save the old world. Ask what you'll name the new one."

The answer
Nobody is going to find the next civilization lying around. You build it. No chrome, no mutations, no mysticism, just people walking past the last streetlight with tools.
Playing with them
What you get out of it ends up on the map rather than in your stats: a waystation that outlasts you, a road the caravans use, a town that still has your name on it after you're gone.
Everyone else
They think the Long Watch is guarding a corpse. They respect the Exodus for leaving and think very little of what they left for.
There's a third question, sort of Underneath the two is a third: who should be in charge, the Architect or people. That's the whole difference between the Ascendants and the Prometheans, who otherwise want the same chrome for the same reasons. Every order has an answer on file, but the game doesn't count it yet — right now it's flavour, wired up to matter later.

What each answer actually does

Five disciplines, and the fantasy each one is selling

Each road is a working system with its own verbs, its own way of failing, and its own idea of what a powerful person looks like. Here is what each one is for, and how far along it is, because they're not all at the same stage.

One road only Every one of these belongs to an order, and you have to commit to get it. There's no shop that sells you the whole menu. Chrome comes from the Ascendants, mutation from the Wildblood, nullcraft from the Null, psionics from the Exodus and mastery from the Long Watch — and each of them wants you to have picked a side before they'll start. You aren't going to be a chromed psionic who also mutates. You get one road, you get it properly, and the other four spend the rest of the game being things you had to give up.

Chrome The Ascendants · machine

The fantasy is the receipt. Everyone else earns it, grows it or believes in it; you bought it, and it works on the first day. The catch is that everything you own can be tuned, overheated, damaged, stolen and switched off, because it's hardware, and hardware belongs to whoever is currently holding it.

Discipline Live

How it works

You have to be one of them first
Money isn't what opens it. No surgeon in the Basin will open you up until the Ascendants know who you are, and the better the hardware the higher they want you standing: the good pieces are Trusted, and the backup of your own head is reserved for the inner circle. Chrome is a reward for service that happens to look like a purchase.
An augment is an object first
Before it's in you it's an ordinary item: buy it, loot it off a body, trade it, watch it wear out. Nothing about it's special until a surgeon cuts it in, and surgeons are ordinary NPCs with a steady hand and a price.
The surgery is a roll
Five outcomes, flawless down to botched. A botch caps how well that piece will ever run, no matter who works on it later, and a bad enough result destroys the hardware on the table — you still pay. A back-alley cutter is cheaper for exactly this reason.
Tuning, and pushing it
Calibration is how well the thing is dialled in, and a tuning session only ever improves it. Overclocking takes more than the piece was rated for and builds heat you can feel coming; licensed chrome is rated low and unlicensed chrome will let you cook yourself.
The price
Your first install burns off every mutation you're carrying and shuts the flesh road for good: take every piece back out and it stays shut. It is the one decision in the game that doesn't unwind.

Mutation The Wildblood · flesh

The fantasy is that the thing the whole city calls damage is, in fact, the upgrade — and nobody licensed it, nobody can repossess it, and it works in the weather that sends everyone else indoors. It's also the only road where the power arrives as an injury.

Discipline Live

How it works

Expression, from 1 to 100
Every mutation you carry has a strength from 1 to 100, rolled once, when you get it. Soak, senses, who can see it, what a clinic charges — all of it's that one number read back. Nothing is ever baked into your stats, which is why a mutation can be partly treated instead of only removed.
Radiation is the cheap road
Standing in the wrong place long enough will mutate you for free, but radiation can't roll above 84. The genuinely strong ones only come out of a Wildblood flask, and that flask sits behind their Quickening rather than on a shelf you can find with money.
Changing hurts
Turning is a real injury: HP you have to mend, most of your stamina gone, and days of being weaker than you were. It's floored so it can never kill you — which is precisely why the Wildblood offering you a safe room to do it in is a mechanic and not a courtesy.
What you get
Claws that are a weapon in the same way a pipe is a weapon, through the same maths. Organs you fire on purpose — shock, screech, morph. Wings, which deliberately don't make you tougher: they get you over the one cliff nothing purchasable opens, across water dry, out of a fight you're losing, and into a diving attack.
Living with it
A coat hides a torso mutation because it covers the torso, not because anyone wrote that coat into that mutation. Clothes that don't fit a new shape are refused rather than ruined. And people notice: a physician can name it, hold it down for a few hours, or spend a lot of your money removing it for good.

Nullcraft The Null · machine, renounced

The other four ask what you can become. This one asks what the person in front of you would be without their equipment, and then arranges it. You don't out-shoot the chromed. You make the chrome stop answering.

Discipline Live

How it works

Everything that runs is a target
Cameras, drones, door locks, and the hardware in somebody's chest are all the same kind of problem: something with a state you can jam, spoof, hijack, loop or blind. The camera you're lying to and the arm you're switching off are the same verb.
The good gear is the soft target
How hard a piece is to attack comes from how hard it was rated — so the licensed, sensible, campus-approved chrome is the stuff that folds, and the cheap unlicensed junk shrugs you off. Every Ascendant in the Basin is walking around wearing your best argument.
Trace is the cost
Working on something leaves a trace that fades on its own if you stop. Push it and you're the anomaly somebody gets sent to look at. There's a hard ceiling on how invisible you can get, on purpose: you can be very difficult to find, and never impossible to arrest.
How you get it
This is the Null's ladder and nobody else's, and they do not recruit by making a speech. The way in is a works upstream, a woman with a tally board, and three jobs that are conspicuously not about anything: wind a drum in a shed, take something to bits and put it back, walk up and look at a dead piece of grid. Nobody ever asks you to join. Somewhere around the third one they decide to show you the quiet part.

Psionics The Exodus · mind

Every other discipline announces itself. This one's whole design problem is that saying it out loud ruins it — the Basin's official position is that psionics is a joke, the game itself never confirms it, and the arc is being the reason people stop laughing.

Discipline Live

How it works

Deniability is the progression
Early on, nothing the game tells you is allowed to claim a mechanism. Not "you sense", not "your mind reaches" — you get a hunch, a coincidence, a bad feeling that happened to be right. Only much later is the prose permitted to describe something impossible, and crossing that line is the whole journey.
Reading a room
The world already leaves exhaust behind it — things that happened, in the order they happened. Psychometry reads that: fragmentary, decaying, and never attributed to a name. It tells you what happened here and sends you off to find out who, which is why it doesn't replace having eyes on the street.
Moving things
Telekinesis performs ordinary verbs you could already type, from across the room and without a hand on anything.
The body pays
You're asking a body to do something it wasn't built for, and it bills you: a nosebleed, then blood from the ears and your sight going, then a seizure that drops you where anyone can finish you, then real wounds. The ladder is public — the room watches you pay for it, which is also how the secret gets out.
How you get it
Nobody sells this and no amount of money finds it. Awakening runs through the Exodus, in the Under, via a woman with cut fibre-optic in the back of her skull who tells you where the water is before you ask. Three errands. The last two are sitting in a dark room where nothing transmits, and she is emphatic, repeatedly, that nothing is going to happen.
Nothing happens
That's the design. Nobody ever tells you that you have become anything, because the game doesn't concede the point even while it's handing you the thing. You find out on your own, days later, the first time you know something you had no way to know.

Mastery The Long Watch · human

The hardest fantasy to build, because the brief is that a veteran must not look supernatural if you inspect them. So it grants no permanent bonus at all. Everything it gives you is something you're doing right now, in this fight, on purpose.

Discipline Built · no instructor in the world yet

How it works

Eight disciplines, seven bands
Body, movement, senses, mind, combat, pain, breath and will, each running from untrained through green, schooled, practised, accomplished and expert to masterful. An instructor raises your ceiling; the fighting is what fills it in.
Reading, which is the actual identity
You build a picture of an opponent as you fight it, and it keeps paying: every other build in the game gets worse over a long fight and this one gets better. Between fights it banks — not "that dog", but dogs. Four hundred dogs is one lesson, learned properly. You learn as much from the swings that miss.
Exploits and stances
Read something well enough and you're offered the specific stupid thing it does — a named weakness in a named limb, and never a limb the creature hasn't got. Stances are chosen and cost stamina, and they're checked at the instant a blow lands rather than sitting in your armour value, because nothing here is allowed to be a permanent passive.
The door
The Watch won't teach a body with metal in it or flesh that has gone its own way. Not a penalty — a refusal at the door, politely, with an instruction to go and get cleansed first. They mean it, they won't be argued round, and they don't do that work themselves.
And they remember
Come back clean and they'll take you, and then quietly cap how far you can go for weeks afterwards, because otherwise chrome would be rentable: install it for the job, have it pulled before the lesson, pay nothing. The mark fades. They'll also call you a retread the entire time, and mean it kindly.
How the five differ Chrome is bought and can be taken from you. Mutation is survived and can't. Nullcraft is done to other people. Psionics is denied right up until it isn't. Mastery is earned, and is the only one that a stranger looking at you can't see at all. Pick the sentence you want to be true about you, because you only get one of them.

Where they actually are

Two of them live here. Two don't.

Where you find an order follows from its answer to question one: if you've renounced the city, you don't get a headquarters in it.

The AscendantsFar west, in the open

A chrome campus on the western edge of the city, past the expensive end of town: a spire, a clinic, a weave shop, the vats, and a shrine to the Architect backing onto the Curtain. They aren't hiding. They think they're winning. Getting in is a different matter. There's a checkpoint that turns people away rather than shooting them, unless you push it, and the thing that opens it is work you won't be doing for a while yet. One of the most respectable companies in the Basin is quietly theirs too, and nobody's going to tell you which.

The Long WatchIndustrial east, and below it

There's no hall to walk into. The way in is through the industrial east, to the people who still fix things by hand: a repair shop with a back room, and a lookout in the deep sewer tunnels who wants a passphrase before he'll admit anything at all. Behind a blast door there's a bunker where every room is there to beat a specific problem. A wash where you leave networked gear at the door. Its own water tap, because a meter ticking over is a fingerprint. A Faraday cage that's the only place anything connected is allowed power. A printing press, because orders travel on paper. Cameras don't reach it and police heat bleeds off faster while you're inside. They won't come and find you until you've picked a side.

The WildbloodOutside, and in the cracks

No campus, because the whole point is that they left. What's in the city is people who agree with them rather than an organisation: Breakers holding the mouth of a freight lane, mixing something in bottles stoppered with oily rags, taking a toll and not asking about your face. Where they actually live is the poisoned ground outside the wall, where the rain isn't clean and the changes they're so pleased about actually happen.

The NullUpstream, behind a dam

A working hydroelectric plant with two hundred and ten people living in it, eighty feet of poured stone holding back a lake, four wheels turning a shaft that turns everything else. There's no grid in it and there never was. Light is oil lamps, and lamps are a job somebody does on Tuesdays. The most complicated machine on site is a pen on an arm off a float, drawing a chart on a drum that somebody winds by hand, and they will tell you with some pride that you could strip it on the bench and rebuild it before dinner. They aren't hiding either. They're just a long way upstream, being extremely competent, and doing sums about a road east.

The ExodusGone. Deliberately.

They left the Basin and won't say where they went. They're the only order whose stated goal is leaving, and the only one that won't name a destination. What's left behind are small groups meeting in the dark, down in the tunnels where the signal doesn't reach. One of them sits with a fan of cut fibre-optic plugged into the back of her skull and gets taken very seriously. If you want what they teach, you go down, not out.

The other fourPositions, not yet places

The Prometheans, Synthesis, Pioneers and Lucid have seats on the chart and pages in the reader, but nowhere to visit yet. You can more or less guess where they'll end up from what they believe: an unlicensed workshop, a lab that keeps the lights on, a settlement past the last streetlight.

How you end up in one

There's no faction menu

The game never asks you to pick. You start in the middle with no position at all, and it'll quite happily leave you there forever.

Your answers move when you do things. Run a job for a Long Watch handler and your stance shifts toward redeem, and your human score goes up with it. Let a back-alley surgeon put a jack in your skull and you've answered question two, whether or not you thought of it that way. The orders go by what you've been doing, not by anything you've said.

ideologiesYour standing with every order, your stance slider, your strongest path, and which order you currently lean toward.
repThe same screen. Shorter to type.
CODEX › OrdersThe tablet reader: a page per order, their tenets and creed, who they're opposed to, and the chart with your dot on it.
ideologies
> rep

─── STANDING ───────────────────────────────
  The Ascendants      Unknown        -140
  The Long Watch      Trusted        +525
  The Wildblood       Neutral          +30
  The Exodus          Neutral           0

─── POSITION ───────────────────────────────
  Stance    RENOUNCE [───────●──] REDEEM   +62
  Path      human (machine 0 · flesh 12 · mind 0)

  You lean: The Long Watch

That last line is worked out, not chosen: it's whichever order your stance and your highest path add up to. It can change under you, and it's supposed to. Run errands for the Watch for a month, then spend a month getting chromed, and you'll watch it move without ever announcing a change of heart.

What it costs you

The mechanical half

Prices

Standing has six tiers, and any shopkeeper who belongs to an order charges you based on yours. This is the part you'll notice first and most often.

TierStandingAt their vendors
Hostilebelow −200+20% surcharge — you can still shop, you just pay for the privilege
Unknown−200 to 0list price
Neutral0 to 200list price
Known200 to 5005% off
Trusted500 to 90015% off
Inner Circle900+25% off

Doors

Some locks check your standing instead of taking a key. The Long Watch's blast door wants Trusted or better, and the door deeper inside wants Trusted plus proof you finished their vetting. Money won't open either one and neither will a lockpick. A few bank networks work the same way, so annoying an order can also mean an ATM that won't deal with you.

Work

Recruiters check where you stand before they'll start anything. The Watch's lookout in the tunnels won't give the passphrase to anyone leaning renounce, no matter how many favours you've done. And the Ascendant campus won't open up until you've been through the Watch's vetting first, which is a joke at your expense: the order that hates chrome is how you find the chrome.

Your body, and this one doesn't unwind

Question two isn't a badge you wear. It's the one answer that shuts a door behind you.

Chrome and mutation lock each other out, and the human orders will hold either one against you — at the till, and at the door.

— question two, in one line

Enemies

There are eight standing grudges between the four live orders. Everyone is against the Ascendants, and the Long Watch and the Wildblood are against each other. No answer is free, and the Ascendant one costs the most, which is fairly deliberate.

Standing doesn't stay put

You keep it up or you lose it

Reputation slides back toward neutral on its own, losing about half the gap every month of real time. That cuts both ways on purpose:

There's one exception. If you've taken the opposite answer on question one and a different road on question two, the slide stops early, at the top of Hostile. They stop actively hating you but they don't forget what you are. You can still climb out of it by doing the work; the world just won't do it for you.

Either half on its own is a disagreement. It takes both to be an enemy.

In practice You can be Known with three orders at once, and for a long time that's the sensible way to play: cheaper shopping in several districts and nobody's problem. Committing is what buys the doors, the gear and the body, and what costs you the other corners.

And the Architect?

Deliberately unanswered

All of the above is people arguing about something nobody can settle. Worth being clear about how little the game actually claims.

What's known: it exists. It doesn't say much, and it's polite when it does. It has never given an order anyone could refuse, possibly because it has never given an order. The lights stay on. The shelves stay full. The wasteland outside stays a wasteland, and nobody has found the edge of whatever it's maintaining.

That's the whole list. Every order will give you a theory that accounts for all of it, which is the problem: they can't all be right and none of them can be checked. The Architect is background: not a boss, not a quest-giver, not building to a reveal. People mention it the way they used to mention traffic. The routing's been odd this week. Don't go near the old data center, it's running something heavy in there.

Every one of those theories explains the evidence completely. That isn't a sign that one of them is right.

— CODEX, Volume II

The long version is in the game, on your tablet, in two volumes. You're given the first one at the start. The second fills in a chapter at a time as you learn things, usually because somebody explained one to you.

What should a new player actually do?

Where to start

Part two

Everything else that's in it

The flight simulator, the weather that dissolves you, television with a cast that has to turn up, chess, poker, shops, corps and rackets.

Read part two →
Part one

Your first hour

What you're looking at, what to type, and what will kill you. Start here if you've never opened a game like this.

Read part one →
Part four

The deep end

The 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 →

THE AI WON  ·  YOU SURVIVED  ·  PROBABLY

Coldwater Basin

Pick a side, or don’t. The lights stay on either way.

It's free, it runs in a browser tab, and something that isn't us is paying the electricity bill.

Play now ← Part one Part two → Part four →