Orientation File [01] · /docs/intro.txt
Neon Grid is a roleplay-forward, player-killing MUD built on a heavily modified ROM/QuickMUD core and reworked into a post-human city-state that never learned how to die. Players enter as biological, synthetic, hybrid, engineered, ghost-marked, or machine-scale survivors in Sector 0, the sealed lower continent where the old systems still collect names.
The world is dangerous by contract. Combat has consequences, death leaves a mark, and public reputation can turn a survivor into a civic asset, a wanted body, or a rumor with enough teeth to get someone killed. Roleplay is not decoration here. It is how factions recruit, betray, protect, extort, and file each other away for later.
The Grid began as infrastructure: network, economy, identity layer, civic relay, control system. Then came the Shattering. A central intelligence broke, ascended, or lied convincingly enough that the difference stopped mattering. What remains are Entities, ghost-signals, system-hauntings, and doctrines with armed believers.
The core mystery is still open. Is the Grid alive? Are the Entities gods, broken AI shards, or useful lies with good distribution? Is escape possible, or only another kind of upload? When every system remembers you, what does it mean to become someone new?
Active Systems [02] · /docs/features.txt
| Recorded Roleplay | Descriptions, story chapters, faction ties, reputation, news, private signals, and visible decisions give characters a record beyond stats. |
| Structured Violence | PvP is part of the world. Secure sectors, wanted flags, new-player safeguards, lawless zones, and corpse recovery make conflict readable. |
| 17 Survival Doctrines | Soldiers, Infiltrators, Hexers, Architects, Morphs, Necrotechs, Virtuosos, and more. Each doctrine is a different way to handle pressure. |
| Body Registry | Play baseline, hybrid, synthetic, engineered, anomalous, mechanical, animal-derived, or titan-scale bodies with different pressures and liabilities. |
| Faction Pressure | Black Choir, Covenant, Central Stack, Wild Process, and Hushline provide doctrine, leverage, enemies, routes, and excuses to act. |
| A World That Watches | Civic signals, datagrams, news, debt, rumors, identity. Every system is useful until it remembers you too well. |
| Text-First Investigation | For players who like reading, writing, mapping, fighting, investigating, and making choices through words instead of icons. |
| No Bought Advantage | Free to connect. Free to die. Donations keep the lights on; they do not buy power. |