Dead City — world background

Dead City

A city everyone who could left. Quiet by day, not by night. The living are more dangerous than the dead: they have a plan, weapons, and reasons not to trust you.

Who are you in this world?

World is ready — start right away. Each move costs 1 ₽, first ten free.

What is this world

2027, outskirts of Toronto — the Scarborough district, ruined and infected. Survivors band together in clans, trading bullets and food for services. There are no rules here except those written in blood, and every stranger is either a debtor or prey.

At stake: Three hours until sunset, and Miriam's crate needs to be delivered to a place where the infected don't just wander but gather in packs — and someone clearly doesn't want it to get there.

Who awaits you here

Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.

Miriam Cross
leader of 'The Jays' clan

Tough, calculating, speaks quietly and slowly, as if weighing every word — never raises her voice.

Wants from you: For you to work off your debt — deliver a sealed crate to the center of the bus graveyard, where no one dares to go after sunset.

Devon Hale
mechanic and ham radio operator from a neighboring bunker

Nervous, fidgety, but with a sharp mind — constantly fiddling with small parts and speaks in a rapid-fire manner.

Wants from you: For you to help him set up a radio beacon on the hospital roof — he's sure it picks up a military signal, but he's afraid to go alone.

Iris Voss
former pharmacist, lives in the hospital morgue

Mysterious, with a vacant stare and a soft smile that doesn't match her words — speaks of the infected as 'sad patients'.

Wants from you: For you to bring her a tissue sample from Miriam's crate — she promises to explain why some corpses don't rot but stiffen.

Where it all begins

The setting sun breaks through the dusty windows of the ruined grocery warehouse, picking out from the half-darkness shelves with leftover canned goods and scattered shell casings. You sit on an overturned crate, sorting through your backpack — no chloramine here, and 'The Jays' clearly knew you were coming.

Footsteps from the entrance. Two people. Heavy boots on broken glass.

Miriam CrossShe stops five steps away, hands behind her back. She looks at you calmly, as if studying merchandise. The supplies ran out this morning. But you won't leave empty-handed — I'll give you the chloramine. The whole batch. If you do something right now. Tell me, Ash, can you count to three?

This is one possible opening. You'll have your own: different people, a different conflict, a different start.

Where it may lead

  • Negotiate with a rival group without getting betrayed
  • Find the person you came here for
  • Take the warehouse only you know about
  • Choose who to save when you can only save one
  • Learn where it all started
  • Leave the city if you find a way out

FAQ:

Is this horror?

More like a story about people in a hopeless situation. It gets scary, but not from monsters.

Can I build my own group?

Yes. And keeping it together is a separate challenge—relationships move fast here.

Is there an ending?

No fixed finale: you play as long as it's interesting, the world saves between sessions.

How it works

You Write in Your Own Words:

No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.

Characters Remember and Change Attitude:

Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.

The World Moves on Its Own:

Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.

How is this different from character chat:

In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.

In this universe, they've already started 2 Stories and played 4 turns.

Similar universes:

Also in this section:

All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character