MELBOURNE · PERSISTENT WORLD · REAL-TIME
Run a crew of four through a living Melbourne. They work, hustle, age and die in real time — even when you log off. Build an empire from rideshare shifts and stock plays, or take what you want and pray there are no witnesses. Death is permanent.
Free during early access · invite-only beta
One real hour is one game day. One real month is one game year. Your characters keep earning, ageing, and getting into trouble while you're gone.
Drop to zero HP and that character is gone for good. No respawns, no reloads. The only way on is through the next generation.
No witnesses, clean getaway. Wealthy suburbs bristle with CCTV. Police scale with the lawlessness of each suburb — push too hard and the heat finds you.
Idle rideshare earns while you're away — but a character on the road isn't safe. Jobs, businesses, real estate and the stock exchange build slower, steadier wealth. Rent never stops coming.
Five weapon classes from broken bottles to black-market heavy. Incapacitate a rival and choose: execute, or walk away. Lockpicking, hacking, intimidation — pick your craft.
Home, your workplace during hours, any property you own. Everywhere else, you're exposed. Rent a place, walk your crew home, and the gold beacon marks your turf on the map.
Characters peak at 30 and fade after 45. Offspring inherit traits and reach playable age in months. Build a dynasty that outlives any single life.
Form a crew, claim territory, run a treasury, forge alliances. Or post a bounty and let the city hunt someone for you.
Melbourne's four-seasons-a-day weather is simulated — rain, fog and storms cut visibility and change how easily a crime goes unseen.
Corporate hub. Stock exchange, towers, and the heaviest surveillance in the city.
Old money and mansions. Rich pickings, but the police never sleep here.
Cheap housing, fight clubs, and weapons if you know who to ask.
Import, export, and everything that moves through the port unseen.
Beachside nightlife and backpackers. The Esplanade hides opportunists.
Military training ground. Sparse police, serious hardware.
Cultural, gentrifying, university crowds — and the cracks beneath them.
The outer edge. Affordable, lawless, and a long way from backup.
Optional in-game currency for a leg up — gear, training, bail. Never required to compete.
Four lives. One city. No second chances.
Enter the City →