Neon Grid build 0.7.3

Sector 0 Atlas [03] · /world/sector_0/*

New characters wake in Sector 0, a sealed lower continent of stacked plates, old labs, dead malls, water systems, transit routes, clinic spillways, and corporate thresholds. The outside is ash, acid, smog, and systems that no longer recognize escape as a valid request.

Survival here is adaptation with a receipt. Some stay baseline human. Some splice themselves with stolen genetics. Some become synthetic, cybernetic, ghost-marked, or machine-scale. Some worship the Grid as a path to ascension. Some regulate it. Some mutate it. Some sell passage through the parts that still open.

// District Schematics

SECTOR 0 CIVIC NETWORK 9 MAPS ARCHIVED AUTHORIZED USE ONLY

Field-recovered district maps with room flow, gated zones, hidden routes, and service infrastructure the city forgot to hide properly. Click a tile to inspect the full schematic. Mind the legend. Some routes only open after they close behind you.

// archive index 0x07-MAP click any tile to expand · esc to close · ←/→ to step through
SEC-0 // HUB/CIVIC FIELD CAPTURE · CIVIC PLAZA · 17:22 LOCAL
[ archive empty ]

Sector 0 Hub

// civic center · route nexus

The first readable map of social order. Services, signage, guarded access, and the polite fiction that everyone here is supposed to be here. New players step out of the slums into this plaza and meet the city's official face.

Civic terminals sell route passes, register identities, and quietly archive faces. The concourse fans out to the Northline, Spire base, and most other sanctioned districts. If a door in Sector 0 still opens on a contract, that contract was filed here.

// start here if you want to be seen. avoid here if you do not.

Code
SEC-0/HUB
Status
CIVIC-OPEN
Hostility
none · observed
PK
prohibited · bureau presence
Rooms
92
Connections
Slums · Northline · Spire base · Veins
Curator
builder/01
SEC-0 // NORTH/RAIL FIELD CAPTURE · PLATFORM 04 · 22:41 LOCAL
[ archive empty ]

The Northline

// transit infrastructure under stress

Fare gates. Route control. Commuters whose contracts say the door opens. Whoever runs the booth tonight decides whether the contract is in force.

The platforms are half-abandoned and fully observed. Sodium lamps blink on late because the maintenance contractor is six months behind on the meter. The trains still come, most nights.

// movement here is both privilege and danger. file your passage, or pay twice.

Code
NORTH/RAIL
Status
FARE-GATED
Hostility
moderate · variable
PK
restricted · wanted active
Rooms
117
Connections
Sector 0 Hub · Veins · Spire base
Curator
builder/07
SEC-0 // RED/MED FIELD CAPTURE · EXTERIOR ENTRY · 03:02 LOCAL

The Redline Clinic

// debt-care biotech · hostile

Medical horror. Debt care, black-bag biotech, triage as commerce, and the thin line between healing and harvesting. Walk in solvent. Walk out indexed.

The processing hall sorts you by what your insurance won't cover. The surgical labs run on a schedule the Bureau cannot see. The Redline doesn't open at night. It just turns up the sign.

// consent forms are signed in arrears. bring your own witness. they may not let them stay.

Code
RED/MED
Status
HOSTILE-CARE
Hostility
high · escalating
PK
contracted · proxy attacks legal
Rooms
62
Connections
Warrens · Lower Sumps
Curator
builder/11
SEC-0 // WAR/DENSE FIELD CAPTURE · MARKET ALLEY 03 · 19:54 LOCAL
[ archive empty ]

The Warrens

// dense survival · ungoverned

Scrappers, fixers, fences, and the people who learned the route knowledge before the route signs went down. Low-tier violence runs on familiarity — everyone knows whose corner they're standing on.

Market alleys by day, hideouts by night. The same stalls that sell counterfeit ration tabs at sundown are the safehouse ladders at moonrise. Pay the right vendor and the wall opens.

// hidden paths reward patience. street debt compounds nightly.

Code
WAR/DENSE
Status
UNGOVERNED
Hostility
low · situational
PK
opt-in · flagged duels
Rooms
188
Connections
Sector 0 Slums · Sumps · Veins
Curator
builder/04
SEC-0 // VEINS/DEEP FIELD CAPTURE · FREIGHT CHECKPOINT 09 · 04:33 LOCAL
[ archive empty ]

Transit Veins

// deep route systems · smuggle lanes

The freight bloodstream under the sector. Customs scan throats, sorter naves, courier ramps, ghost lines the manifest never mentions. Passage here is political before it is geographic.

Most movement is freight. Some of it isn't. The lane bosses will tell you the cargo doesn't matter, but they always know what it is, and they always charge for the silence.

// signal loss is normal here. that's the feature, not the fault.

Code
VEINS/DEEP
Status
SMUGGLE-PERMISSIVE
Hostility
moderate · ambush-prone
PK
contracted · lane-bound
Rooms
144
Connections
Northline · Flood Docks · Outlands
Curator
builder/09
SEC-0 // SPIRE/N FIELD CAPTURE · SKYWALK 412 · 21:08 LOCAL
[ archive empty ]

Neon Spires

// corporate aristocracy · vertical cruelty

The estate floors. Private elevators with biometric leases, sky-deeds passed between Syndic houses, hidden floors that the building's own engineers cannot name. Wealth here is altitude.

The atriums are calmer than anywhere else in Sector 0 because violence is delegated. The skywalks know who is invited and close behind everyone else.

// bring a letter of intent, or a house seal. without either, you are decor.

Code
SPIRE/N
Status
ELITE-RESTRICTED
Hostility
low · reputational
PK
proxy duels · estate-bonded
Rooms
96
Connections
Northline (Spire base) · The Grid
Curator
builder/02
SEC-0 // STC/MRCY FIELD CAPTURE · DANCEFLOOR — CHANCEL · 01:19 LOCAL
[ archive empty ]

Static Mercy

// signal faith · dancefloor liturgy

A nightclub that became a chapel, or a chapel that learned to dance. Static, mercy, and harm blurred into the same long downbeat. The DJ booth holds the only working uplink on the floor.

The VIP overlook is reserved for the few who can hear the signal cleanly. Everyone below dances to it whether they hear it or not. Nineteen-minute silences are remembered.

// cover charge is two confessions. do not lie to the door.

Code
STC/MRCY
Status
FAITH-OPEN
Hostility
low · ritual
PK
liturgical · consented
Rooms
71
Connections
Warrens · Sub-Level 4 · The Grid
Curator
builder/19
SEC-0 // OUT/WASTE FIELD CAPTURE · POLLUTED WASTE 41 · 15:02 LOCAL
[ archive empty ]

The Outlands

// lawless territory · open PK

Outside the regulated order. Smog, acid, slag plains, and the quiet caverns where survivors burn lanterns made of broken signage. The open in open PK is not a permission. It is a forecast.

Crystal caverns offer refuge of a kind — cold, lit, and policed by whichever survivor cell got there first. Bring water, bring a story, bring something to trade.

// signal rot is real. your map will lie to you out here.

Code
OUT/WASTE
Status
OPEN-PK
Hostility
extreme · environmental
PK
unrestricted · no recall
Rooms
134
Connections
Veins (deep) · ??? · ???
Curator
builder/13
SEC-0 // INC/CORP FIELD CAPTURE · RECEPTION ATRIUM · 08:14 LOCAL
[ archive empty ]

Innovation Inc.

// corporate research · restricted

Glass turnstiles. Polite biometrics. Two stories below the lobby, prototype thinking and dangerous technology leak into the playable world — assembly bays, mech chassis lines, frame validation crews working a shift that never ends.

The lobby greets investors. The factory floor greets nobody. What gets built here is sold, rebadged, or denied; sometimes all three. Maintenance contractors learn to look at the floor.

// badge access ends at the third turnstile. past that is on you.

Code
INC/CORP
Status
RESTRICTED
Hostility
moderate · security tiers
PK
contractor-only · logged
Rooms
108
Connections
Spire base · Veins (freight) · Sub-Level 4
Curator
builder/22
SEC-0 // SUMP/L-5 FIELD CAPTURE · OUTFLOW ARCH 02 · 04:11 LOCAL
[ archive empty ]

The Lower Sumps

// flooded experiment runoff · fungal pressure

Where the Redline's failed work goes to keep failing. Outflow arches dump pharmaceutical slurry, surgical waste, and the occasional patient into the L-5 channels. The water has its own circulatory politics.

Past the pumps, the air thickens into a fungal cathedral. Mushroom growth eats the corroded turbines, candles burn where the lamps gave up, and whoever lit them does not want company.

// do not drink the runoff. do not touch the growths. do not stay past tide-rise.

Code
SUMP/L-5
Status
FLOOD · CONTAMINATED
Hostility
high · environmental + biological
PK
unrestricted · bodies are recycled
Rooms
156
Connections
Redline (outflow) · Warrens (drains) · ???
Curator
builder/14
SEC-0 // SL-4/GALL FIELD CAPTURE · CENTRAL ATRIUM · 13:08 LOCAL
[ archive empty ]

Sub-Level 4: The Galleria

// buried commerce · abandoned

A buried mega-mall where dead consumer culture still sells itself through ruin. Broken escalators climb to mezzanines no one zones. Shopfront mannequins lean against their own promotional copy. The skylight leaks rain that used to be filtered.

At night, the food court resurrects as a black market. Steam rises off stolen rations, counterfeit cyberware traders work between elevator banks that still answer the right code, and the gun under the table is part of the menu.

// nostalgia is currency here. do not pay full price.

Code
SL-4/GALL
Status
ABANDONED · HAUNTED-COMMERCE
Hostility
moderate · market-bound
PK
flagged · night-only
Rooms
173
Connections
Warrens · Static Mercy · Veins (freight ramp)
Curator
builder/06

// Unresolved District Record

AreaCode · StatusDescription
T̷H̸E ̴G̶R̴I̷D̴ // █████ ██████ · do not query 0x??7.E̷R̸R · ████████ ██████-█████ ████████ ██ █████-█████ ███████. A place, a network, █ ███-███████, or the wound all other maps avoid naming. ████ █████ the world's ███████ mystery. /* signal lost · trace corrupted · 0x?? */
11 readable districts · 01 ████████ anomaly · further regions classified · /help world for in-game map keys