Persistent browser game
Cinderwell does not close
Outfall is a game you play in the browser. The city is Cinderwell. You keep a handle, a pile of creds, and a body other players can find. Close the tab and the ward keeps moving. Come back and the heat, the job, and the room are still yours.
There is no real-money shop. Creds are the money of the city. You earn them, spend them, and you can lose them to another player.
The first hour
A new handle wakes in the Sump with 200 creds. Open Work and press an errand. That pays, and something lands in your pockets. Open Home and equip a weapon if you have one. City is the map. Press a block when you want a new list of jobs and a new shop wall. You do not have to leave the Sump on the first day.
What the ward holds
- One occupation, and errands that pay every time you press them. About one errand in twelve also leaves a piece the wall does not sell.
- Thousands of weapons, armour, mods, and charms. The shop sells a short wall. The long list is found in the wasteland, a won bout, a rare mark on the map, or an errand.
- Heat. A dirty score pays more, and it sticks to your name. A coat can arrest you. More heat, more time in the jail.
- Rooms you can live in, and labs, splice bays, and closets you can work. A raid takes from a building's store, not from your pockets.
- A crew of eight. Pull rises when you drop a rival. The chair on the board pays everyone in it.
- The wasteland, the illegal pit, the beds, and the jail. Zero health puts you in the beds. The jail is a ward of its own.
- A gym, a night class, a pet, a business, and colours for the ward. The guide inside names them. The first hour does not need them.
Eight blocks
- The Sump is where a new handle starts. Cheap food, scrap, and the honest list.
- Furnace Docks move cargo, slag, and plate.
- Pit Row is vials, chalk, and the clinic. The pit desk, cash or paper, is a different page.
- The Cut sells the louder weapons, and the hot counter.
- Wire Nest is data, cells, and the closets where a hack is run.
- The Ledger is the tape, the bank, and rooms. It sells prices, not goods.
- The Rake is the floor. A stake only works on that block.
- Precinct House is warrants, busts, and the coat.
Adults
Outfall is for people who are 18 or over. The city includes violence, crime, addiction, exploitation, and vice. The doses are fiction. Their names are glint, black salt, ashen, flare, hush, and wick. They are not real substances, and they are not instructions.
If that is not for you, do not make a handle.
House rules
These are the rules of the player, not the rules of a fight. Dropping someone, raiding a building, and taking creds the game allows are play. The list below is not.
- You are 18 or over. If you are younger, do not make a handle.
- The city is fiction. Do not use a handle, a look, chat, or a trade to buy, sell, or plan real drugs, real weapons, or a real crime.
- No one in the ward is a child. Do not sexualise a minor, in a name or in chat. That handle is closed.
- No slur. The gate already refuses one on a handle. Do not put one in chat, a look, a faction name, or a stall.
- Do not threaten a real person. Do not post a real name, address, workplace, school, or private life. A fight in the ward stays in the ward.
- Do not pretend to be another player, or the person who runs the ward.
- Do not run a bot or a script that plays the handle. Do not farm a bug. If something pays twice, stop.
- Do not buy or sell a handle, creds, or gear for real money. Losing them inside the game is play. Selling them outside it is not.
- You may hold more than one handle. Do not use a second one to dodge a close, a jail, or a debt.
- An email on Home is only so you can get the handle back. The letter confirms the link. It dies in an hour. It is not a bill.
- The maker of the ward can close a handle that breaks these rules. A loss you took in play is not a close, and it is not undone because it hurt.
The same rules sit on the Rules page once you are inside.