Two armoured Legends square up on a rainy rooftop, one in black with cyan lightning at his fists, one in rust orange with molten fists.

What a Legend does

A night in Catena, from the safe districts out to the Fringe and down into the machine.

You start on foot.

New Legends wake up in the Junction, a dive lounge built around the Nexus Well. It is the one room in Catena where nobody asks whose side you are on. The Splice Clinic is a short walk away in Workshop Block, and it installs powers in public, in the window. Above all of it stands the Coil, Meridian's gold spire.

Your first travel line opens at Operator 10. Flight gets you above the checkpoints but makes you the biggest target on the street. Super speed needs runway. A teleport leaves a shimmer that anyone can follow. Or refuse the needle and play a Cleanskin, the one kind of Legend the registry's scanners can't read.

All eight travel lines

Leave a safe district and the city fights back.

Past the hub districts is the Fringe, where combat is legal and nobody is coming to help. The further you get from the Coil, the worse it gets, and the longer you stay in one place, the more heat builds and the more enemies arrive.

Chrome Dogs run the Wick. Meridian Security holds Overpass Fields up on the expressway deck. In Breaker Rows the machines are possessed and still doing their old jobs, and none of it cares that you're in the way.

What fights you out there

Vector fires his rifle from a braced stance as a rusted dock crane lunges at him in the rain.

The Lattice is still running.

Under the city is the machine the world's money used to run on, and it never shut down. You get in by diving. A dive is designed as a run down through four strata. One solo site in the first stratum runs in the development build.

Meridian sells dive charters to "reclaim stranded assets". Not every diver comes back up. Past BLACKICE, jack-out is no longer survivable.

  1. 1Shallownet
  2. 2The Stacks
  3. 3The Black Vault
  4. 4ROOT Core

How a dive works

A diver's silhouette streaking through a void-black grid of neon geometry

Three places to fight other Legends.

Two duel venues are planned: The Circuit, Meridian's licensed arena, and The Pit, for the fights it won't license.

The Deadband is where Meridian, the Undercurrent and Scrapline fight a war nobody will call a war. You pick a banner at the gate, your own side can't hurt you, and Bleedthrough attacks everyone. Open Deadband PvP comes later.

PvP and the rules of consent

Legends in white-gold, glitch-green and rust-orange fight among wreckage in the Deadband under huge loudspeakers.

There is nothing to install. Joining a friend by link is designed: once servers open, a link should put them in the city, with the same Legend wherever they log in. The client is designed for phone and laptop browsers.

Crews, squads and dens

A Legend bursting out of a phone screen into the city

Where the build is

Next and Later are plans and can change.

In the dev build

  1. Flight, super speed and four more travel lines
  2. The Junction, where new Legends wake
  3. The creator, wardrobe, crews and squads

Partly built

  1. One solo Lattice dive
  2. Street fights in one district

Next

  1. Closed alpha, by invite

Later

  1. Deadband PvP
  2. Open servers

Levels and the ceremonies along the way are on Growing a Legend. Rarity, crafting and the currencies are on Gear and money.

Full build statusFollow the dev log