Cinderwell at night. Rain on the walk, neon on the towers.

OUTFALL TERMINAL · CINDERWELL · LINK OPEN

The ward that stays on

Outfall

You wake in the Sump with 200 creds. Open Work and press an errand. That is the first cred. Travel when you want a new street. Heat is trouble. If you fall, the pit takes cash or a signature, then you walk.

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Outfall is for adults. Violence, crime, fictional drugs, addiction, exploitation, and vice are part of the city. If that is not for you, stop here. House rules.

3–16 characters. Capitals, numbers, and symbols are fine. The name has to be yours. No spaces. No slur.

Other people see this line. Pick a chip, or write your own.

Stepping in means you are 18 or over, and you accept the house rules.

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

Eight blocks

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.

  1. You are 18 or over. If you are younger, do not make a handle.
  2. 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.
  3. No one in the ward is a child. Do not sexualise a minor, in a name or in chat. That handle is closed.
  4. No slur. The gate already refuses one on a handle. Do not put one in chat, a look, a faction name, or a stall.
  5. 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.
  6. Do not pretend to be another player, or the person who runs the ward.
  7. Do not run a bot or a script that plays the handle. Do not farm a bug. If something pays twice, stop.
  8. 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.
  9. You may hold more than one handle. Do not use a second one to dodge a close, a jail, or a debt.
  10. 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.
  11. 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.