Build status
What exists in the development build and what is only the game's design.
City of Legends can't be played right now. There are no live servers, and a closed alpha by invite is next.
Access
Only Chromium-based browsers have been tested, on a desktop and on an emulated phone. Nothing has been measured on a real graphics card or a real phone, so no frame rate and no load time is promised here. See Platforms.
| Thing | Status | What is there, and what is not |
|---|---|---|
| Plays in a web browser | In the dev build | A browser client with nothing to install, and an installable web app. It needs a host, and there is none right now. |
| Open servers | Designed | None are running. The development server went offline in October 2026 and no new host has been announced. A closed alpha by invite comes first. |
| Invite codes and accounts | In the dev build | An account needs an invite code, a handle, an email and a password, and sign-ups are closed unless the owner opens them. The sign-in screen issues a recovery phrase once. There is no request form and no waitlist. See Getting into the alpha. |
| Gamepad | Partly built | Works in the open world. It is not wired into the dive fight, and there is no rumble. |
| Touch | Partly built | A virtual stick and buttons work in the open world. The dive fight listens only for a mouse and a keyboard. |
| Quality tiers | In the dev build | Four tiers are picked automatically. They change how the game is drawn. Play is the same on every tier. |
Making a Legend
| Thing | Status | What is there, and what is not |
|---|---|---|
| The creator | In the dev build | Thirteen screens, from archetype to the final file. A Legend made there is saved to the account. See The creator. |
| Body, face and wardrobe | In the dev build | Three builds, faces with sliders, hair, makeup, a wardrobe across many slots and a set of one-press costumes. Faces do not animate. |
| Accent and power look | In the dev build | One accent colour tints your abilities, your Surge and your name. A separate power look picks the colour and style your powers burn. See accent colour. |
| Kill signature | In the dev build | The lettered sound word that pops on your finishing blow is stored with the Legend. |
| The faction pick | In the dev build | Meridian, the Undercurrent, Scrapline or Unwritten, with a head start in standing. It is set once. See Factions. |
| The archetype pick | In the dev build | Seven archetypes can be chosen. Revenant is locked behind a rite. See Archetypes. |
| Archetype kits | Partly built | Only SALVO's kit runs in a fight. The kits of the others, and every archetype signature, are designed. See SALVO. |
| Revenant and its rite | Designed | Earned at Operator 50. Nothing of the rite exists. See Revenant. |
| Photo mode and clips | Designed | No camera mode and no clip capture exist. See Photo mode and clips. |
| Joining by link | Designed | Sending a friend a link is designed. The browser client, invite-code sign-up and squads that it depends on exist. |
Powers
| Thing | Status | What is there, and what is not |
|---|---|---|
| Operator levels 1 to 50 | In the dev build | Levels, the XP curve and the level gates work. One curve is shared by Legends and enemies, so a level makes a Legend stronger. See Operator levels. |
| XP | Partly built | A finished dive pays XP. Finding a fast-travel point or finishing the first gig pays a stopgap amount. Street kills do not pay XP yet. |
| The Chassis | In the dev build | The attributes are saved with the Legend, and street combat reads them. See the Chassis. |
| Strain | In the dev build | The combat-flight meter runs in the movement code, and the server checks the Strain ledger of a build. See Strain. |
| Sync and the Gravity Well Surge | In the dev build | Both run in the dive. The street has neither yet. See Sync. |
| Powersets and fusions | Partly built | Fifteen powersets are catalogued and the Forge screen saves a frame. In the dive a frame changes your channels and one fusion can fill a slot. The powerset abilities are not on the ability bar. See Powersets. |
| The Wetware Grid | Partly built | Doctrine trees are saved and checked by the server. No node changes anything in a fight yet. See the Wetware Grid. |
| Augments | Partly built | Installs are saved and priced against Strain. They change nothing in a fight yet. See augments. |
| Subroutines | Partly built | Dozens are defined and a proc engine exists. The dive does not hand them out. See Subroutines. |
| Clutch, Focus and Second Wind | Designed | The Cleanskin's answer to Sync exists as text and nothing else. The refusal that makes a Cleanskin is built. See Cleanskin. |
| Apex Conditioning and Chromed | Designed | The fork at Operator 30. See the fork at Operator 30. |
| The ceremonies after Operator 10 | Designed | A first Surge at Operator 15, a third powerset at 20, a fourth at 40 and the Revenant rite at 50. None of them exists yet. See the ceremonies. |
Travel
| Thing | Status | What is there, and what is not |
|---|---|---|
| Starting on foot | In the dev build | Every Legend begins as a fledgling with a fast sprint, an extra jump and a wall climb. Every critical path can be finished on foot. See the fledgling guarantee. |
| First Splice and the Cleanskin refusal | In the dev build | At Operator 10 the Clinic seats the first node of a chosen travel line. Refusing the needle closes every weave line for life. See First Splice. |
| Six travel lines | In the dev build | Skybreak, Redline, Ghostware, Freerunner, Graviton and Tiderunner run in the movement code. Each has a tree of nodes gated by Operator level. See Travel lines. |
| Jury-Rig | Partly built | Its tree is written. The belt's gadgets are not in the movement code, and the Clinic does not offer the line. See Jury-Rig. |
| Fluxboard | In the workshop | A tree exists for it as a preview. It is not available. See Fluxboard. |
| Fast travel | In the dev build | Points are discovered by getting close to them. The Tailrace Run as a route a Legend rides is designed. See Getting around. |
| Updrafts and no-fly zones | In the dev build | Updraft columns and no-fly boxes are compiled into the city. |
| Flying between districts | Partly built | Works on your own client with no loading screen. Crossing into another district leaves the shared room, so a Legend does not stay with other players. |
World
A Legend who logs in starts at the Junction. The build does not yet save where a Legend was.
| Thing | Status | What is there, and what is not |
|---|---|---|
| The Junction | In the dev build | New Legends wake on the floor of the Nexus Well. It is a safe hub. See The Junction. |
| The Wick | Partly built | The one district with an enemy director. See The Wick. |
| Every other district | Mapped | Streets, landmarks and points of interest are laid out, and most are only partly dressed. No gameplay system runs in them. See The districts. |
| West of the wall and the south | Mapped | The newest part of the map. Names here may change. See West of the wall. |
| Shared district rooms | In the dev build | Each district is its own room with space for other Legends, who appear as their own Legends. |
| Ghost signals and the Records codex | In the dev build | An old signal is found by reaching its spot, and the codex lists what has been found. The server marks one found when it can see the Legend there, so in practice this works in the Junction only. |
| Breakable street objects | In the dev build | The server decides what breaks, and objects regrow after a while. Collision never changes. Holes you can walk through are designed. |
| The map screen | In the dev build | The Atlas shows the city and what a Legend has discovered. |
| Crowds, traffic and signage | In the dev build | The streets carry crowds, traffic, drones and signs drawn from the city's own text. |
| Characters you can talk to | Designed | Fixers exist as gig-board entries. Speaking characters in the street are designed. See People. |
| World events other than storms | Designed | Incursions, flashpoints, gang events and the Audit week. See World events. |
Combat
| Thing | Status | What is there, and what is not |
|---|---|---|
| The dive | Partly built | One solo site, Substation 7's roof deck in Shallownet: four waves, an Uplink hold, the boss and a jack-out. See The run as built. |
| The CERBERUS Process | In the dev build | The boss of that one site, with three heads and three phases. See the CERBERUS Process. |
| Street fights in the Wick | Partly built | Heat, three enemy pools, storms and the anti-air floor run in the Wick. A Legend's one attack is SALVO's primary. There are no abilities and no kill rewards. See The streets. |
| Storms in the Wick | In the dev build | Storms announce themselves and light their spawn anchors before they fire. See storms. |
| Street fights in Overpass Fields and Breaker Rows | Designed | Both districts are mapped and neither has an enemy director. See Overpass Fields. |
| Hit feel | In the dev build | In the dive: a freeze on each hit, flashes, camera kicks, lettered sounds and tiered numbers. The street has flashes, numbers and sound, and no freeze yet. |
| Death and respawn | In the dev build | A Legend who falls in the street returns at the district's safest entry. See The streets. |
| Downs and revives | Designed | Crawling while down, and being revived by anyone nearby. |
| Co-op dives | Designed | A server-side dive room for up to four exists and nothing joins it. Co-op dives are designed. |
| Strata past Shallownet, the Choice and BLACKICE depth | Designed | Only the first stratum has a site. See the strata. |
| Difficulty modes, Overclock contracts and the daily seed | Designed | The threat math exists in the code. Nothing lets a player choose a mode. See The run as designed. |
| Nexus Hunts | Designed | Queued boss strikes launched from the Junction. |
| Elite affixes | Partly built | Overclocked runs in the dive. Encrypted and Corrupted are designed. See ICE escalations. |
| Enforcers and the Repossessor | Designed | GAVEL and the Toll have bodies in the game's data and no fight. Switchmother and the Repossessor have neither. See Enforcers and titans. |
Items
| Thing | Status | What is there, and what is not |
|---|---|---|
| Balances and satchel | In the dev build | Creds, materials, Ciphers and items are stored per Legend and read from the server. The client cannot write them. |
| Gear | Partly built | A catalogue exists: Rig, Deck, Mods, Signature, affix pools and a budget check. There is no equipped loadout, no drop and no item lifecycle. See Gear and money. |
| Rarity | Partly built | The ladder of rarities exists as data, each with its own colour and shape. See rarity. |
| Loot drops and the decrypt | Designed | The dive pays creds and XP and nothing else. See Gear and money. |
| Crafting | Designed | No recipe and no bench exist. The Forge screen is where powersets are framed, and it is not a crafting bench. See crafting. |
| The market screen | Partly built | It reads your real balances and items. Listings, bids and escrow are a labelled preview. See the market in Market Row. |
| Trading, banks and vendors | Designed | Not built. |
| The Deep Market and ROOT Ciphers | Designed | Ciphers have a balance and cannot be earned yet. See the Deep Market. |
Social
| Thing | Status | What is there, and what is not |
|---|---|---|
| Crews | In the dev build | Create, invite, leave and kick, five ranks, a live tag on the nameplate and crew chat. There is no bank, emblem, hall or leaderboard. See crews. |
| Squads, friends and block | In the dev build | Squads work, with party frames across districts. Friends and block lists work. See squads. |
| Chat | In the dev build | Chat is in the build and off by default. Its channels cover nearby, squad, crew and whispers, and it is filtered and can be muted and reported. |
| Dens | Partly built | A Legend can decorate a room and the layout is saved. Nobody else can visit, and the trophies are placeholders. See dens. |
| Constructs and Crew Halls | Designed | Not built. See Constructs. |
Story
| Thing | Status | What is there, and what is not |
|---|---|---|
| Quests | In the dev build | The server checks every step of a quest. |
| The gig board | Partly built | Only one objective in the game can be completed by play: standing on the Loop platform at the Junction stop. The rest of the board is written content. |
| Faction rep | In the dev build | Standing runs from tier 0 to 5 and the factions screen reads it from the server. Almost nothing earns it yet. See rep. |
| Faction questlines and side stories | Designed | Written, and not built. Nothing in play can start them. See Factions. |
| Story choices | Designed | The server rules exist for choices that grant powers. Nothing in play can trigger one. |
| The first-time flow | Partly built | A scripted first-flight preview and an in-world tutorial overlay exist. The preview runs on placeholder data. |
PvP
| Thing | Status | What is there, and what is not |
|---|---|---|
| PvP normalization | Partly built | A function exists that strips level and gear differences. No mode uses it. See PvP. |
| Duels, the Circuit and the Pit | Designed | No duel room exists. See duels. |
| Arenas, Data Chase and ranked | Designed | No arena room exists. See arenas. |
| The Deadband war | Designed | The gate rule is checked on the server. The Deadband districts are preview geometry that cannot host a room. See the Deadband war. |
Look and sound
| Thing | Status | What is there, and what is not |
|---|---|---|
| Neon Ink rendering | In the dev build | Toon shading, outlines and halftone. |
| Music | In the dev build | Synthesised live in the browser, with five intensity levels. |
| Sound effects | In the dev build | Synthesised, plus a set of rendered one-shots, all original. |
| Reduced motion | In the dev build | Follows your system setting. |
| Other accessibility options | Partly built | Flash reduction, colour-blind rarity and key rebinding have toggles in the options panel that do nothing yet. Combat flashes are rate-limited, and rarity uses colour and shape together. |
| An epilepsy warning at first boot | Designed | Not built. |
Checked October 2026.