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Cyberpunkdreams Unofficial

// INCOMING TRANSMISSION //

Welcome to the unofficial compendium for Cyberpunkdreams! This is your guide to the tips, lore, and secrets of Late Night Games' massive interactive fiction. With nearly three million words and hundreds of hours of gameplay, we'll help you navigate it all. Warning: This site is full of spoilers.


The city is spread before you, horizon to horizon, a vast sore squatting on the world. 24 million people, most of it lawless slum and favela. The last outpost of civilisation on the edge of the badlands. One of the most relevant, cosmopolitan cities in the world. Is it any wonder you ended up here? cyberpunkdreams is an evolving text-based role-playing adventure with countless opportunities and endless chances for creation and destruction. Take on the role of a lone wanderer sent to the gates of 2090s Cincinnati. The dirt and grit from the badlands coats your clothes -- with your memories torn from you, all you have is a weapon across your back and a mission to complete. Enter a living, growing world, with over 2.9 million words of content and over 3,000 unique pieces of hand-drawn artwork, Experience new stories and other content each and every month, plus regular limited time events. You’ll always find new surprises waiting for you in Cinci's dark and dirty alleys. Who will you become in this cesspool of a city? Will you play the games and climb to the top, or be forgotten amongst the march of time and tyranny?

  • Jobs

    Cinci Job Board

    This is a list of available jobs, tasks, and other ways to make money, gain items, or progress storylines in Cinci. Each job may have specific skill, trait, or equipment requirements.

    Main Jobs

    Driving

    Driving Job

    As a freelance driver, you'll be able to pick and choose your jobs, up to a point. A good reputation is everything, which might mean accepting some unsavoury business.

    • Status: Not implemented yet
    • Requirements: ???

    Enforcer

    Enforcer Job

    It ain't easy being a freelance thug in this town. You threaten people and deliver beatings, but enforcers are seen as being generally safe. You don't get a decent rep by being a psycho; you get it by keeping your head.

    • Requirements: Quirk/Wall of muscle or Quirk/Hightower

    Fuel Merchant

    Fuel merchant Job

    Run your own fuel depot using the big tanker. A lot of heads in town will buy their fuel from you, as long as it doesn't run out.

    • Requirements: Hear rumors in the Bordertown.

    Informer

    Informer Job

    Undercover work. High risk, high reward.

    • Status: Largely unimplemented
    • Requirements: Contact/Ferguson

    Junk Dealer

    Junk Dealer Job

    Anyone can buy and sell trash, spares, and electronics in Cinci's junk economy. But with the right connections, you can kick it up a notch and turn it into a real enterprise.

    • Requirements: High Familiarity with the Cinci dump.

    Organ Merchant

    Organ merchant Job

    Dealing in human tissue. Organs. Cloned and uncloned.

    • Status: Not implemented yet
    • Requirements: Work at The backstreet clinic.

    Photographer

    Photographer Job

    Not a hobby, but a job. Photojournalism, specifically. Getting a scoop or looking for art. The money's probably not great, but it's a way to blend into the city.

    • Requirements: Trigger a unique random event.

    Pimp

    Pimp Job

    You know enough about the operation now, the basics of how it works and who is who. It's expensive and doesn't commit you... yet.

    • Requirements: 25 Knowledge of/Pimping syndicates or Contact/Zane

    Prostitute

    Prostitute Job

    What's one more job to do? Regular work, and where no one will know?

    • Requirements: Have prostituted yourself before.

    Runner

    Runner Job

    You've been running errands, a good way to build trust and get to know the city. This job is more about knowing where to find stuff at the right price than the actual delivery.

    • Requirements: Have completed several running errands.

    Smuggler

    Smuggler Job

    The group everyone calls the smugglers are the biggest operation on the western edge. It's people smuggling, mostly. But also drugs, illegal genetic samples, data spikes. The works.

    • Requirements: Complete a specific mission that costs premium currency.

    Side Activities

    Farming Catfish

    Farming catfish

    "Good to see some enterprise happening out here. Too many people scrounging around and not making anything for themselves."

    • Requirements: Have a living space in the Bordertown.

    Jobs for Willow (Contact)

    After dealing with her pimp, you can find alternative employment for the contact Willow. These are not jobs for your character, but rather roles you can assign to her.

    • Fuel Merchant: "She's intelligent and educated, up to a point. She's probably got a good head for numbers. You suspect that she'll make a decent manager. She's totally wasted as a hooker."
    • Pimp Her Out: "She might as well keep doing what she's good at, right?"
    • Make Her a Hitwoman: "Willow's getting a taste for murder, and she doesn't seem to have much of a conscience. She's the perfect hitman. Woman."
  • NPCs

    Rogues' Gallery: The People of Cinci

    Cincinnati is a city of 24 million souls, each with a story, a hustle, or a secret. From desperate hired help to sadistic prison guards and infamous celebrities, these are some of the faces you'll encounter in the sprawl. They are not your contacts, not necessarily your friends, but they are the lifeblood and the poison of the city.

    Your Crew & Potential Companions

    Kristoff

    Kristoff

    A desperate man caught in a whirlwind of fear and denial.

    • Role: Hired Help, Potential Companion

    Notes

    You were only Kristoff's boss in the most casual sense, but he still came to you for help. Sure, he was asking you for one thing, but he really needed something else: a dose of reality. You knew his kid was already dead. You're pretty sure he did too...

    Kristoff's storyline involves a mission to "save" his son, a path with many routes and potential points of failure. Depending on your choices, he can eventually be recruited as a companion.

    Mavis

    Mavis

    A specialist in wetwork.

    • Role: Murder Squad, Potential Companion

    Notes

    Mavis is a member of your hired Murder Squad, involved in various missions with multiple outcomes. Through certain story paths, they can be recruited as a close companion.

    Phyhal

    Phyhal

    An unexpected ally from a dangerous job.

    • Role: Mission NPC, Potential Companion

    Notes

    An individual you encounter during a mission who has the potential to join you as a long-term companion.

    Street-Level Operators

    Corpse

    Corpse

    A reliable source for what ails you, or what kills you.

    • Role: Drug Dealer
    • Location: The Homeless Camp

    Notes

    Corpse deals various illicit substances from the desperate squalor of the homeless camp.

    Darlene

    Darlene

    A street-smart SensPerience dealer with a carefully cultivated persona and dangerous secrets.

    • Role: Spike Seller / Information Broker
    • Location: The Slums
    • Secret: Mutant, Secret

    Notes

    On the surface, Darlene is the quintessential small-time street player, a role she deliberately cultivates. She is the go-to expert for anything related to the SensPerience spike trade, especially "pink spikes" (sexual content), new mood spikes from Brazil, and rare snuff spikes. If you have a strange or unidentified spike, Darlene is the person to ask.

    She's known to be overtly sexual in her demeanor and is a source for everything from Xara One spikes to niche fetish content like "teenage gooning" (featuring adult women roleplaying as teenagers) and "bukkake" spikes. She knows her product and isn't shy about it.


    Secret: ???

    Click to reveal Character Secret

    Darlene's most important secret is that she is a vampire, a type of mutant. This is a life-threatening secret in a city where Tower Group has a shoot-on-sight policy for mutants. She is a vital contact for other vampires, like Kish, who need help navigating the underworld. This information is extremely sensitive.

    Kish

    Kish

    A woman trapped in a cycle of abuse, hiding a dangerous secret to survive.

    • Role: Mission NPC
    • Secret: Vampire (Mutant)

    Notes

    Kish is discovered in a dire situation, seemingly being used and abused by security guards. The player can investigate her circumstances and uncover the truth: Kish is a vampire, and her situation is a desperate attempt to survive in a city hostile to mutants.

    The player has the option to intervene and help her find alternative, safer ways to survive without being exploited. She is a key connection to Darlene, another vampire who can offer support and guidance in the underworld.

    Two-Blade Jane

    Two-Blade Jane

    A gladiator in the concrete jungle.

    • Role: Pit Fighter

    Notes

    A young woman with cybernetic sword hands who participates in brutal deathmatch games. It's whispered she's fighting to pay off an insurmountable debt.

    Raey Gunn

    Raey Gunn

    An artist whose canvas is skin.

    • Role: Tattoo Artist
    • Location: Gunn Tattoo, Gamble Street Market

    Notes

    Raey Gunn is a tattoo artist operating out of their own shop in the bustling, lawless Gamble Street Market.

    Reddy

    Reddy

    Proprietor of a unique establishment in the slums.

    • Role: Business Owner
    • Location: Skullwerkz, The Slums

    Notes

    She runs a place called Skullwerkz in the slums, a known hub for certain niche services and clientele.

    Shannon

    Shannon

    The shady owner of a slum chop shop.

    • Role: Garage Owner
    • Location: The Slums

    Notes

    He runs a garage and chop shop in the slums. His business is definitely not above board, extending beyond simple repairs to flipping stolen cars and other shady dealings.

    Developer's Note

    The garage was inspired by the movie 'Drive'.
    Echo

    Echo

    A genius mechanic with a quiet existence.

    • Role: Mechanic
    • Location: Shannon's Garage, The Slums

    Notes

    Shannon's main mechanic, Echo is deaf, mute, and an absolute genius with engines. The garage's success is largely due to her talent. Though she does an honest job for Shannon, she may have a secret or two of her own.

    Developer's Note

    A potential future game, a small-scale visual novel titled 'Echo to Ashes', would feature Echo as the playable character attempting to unravel a life-threatening plot.

    Denizens of the Projects & Palisade

    Adonis

    Adonis

    A regular patron of the infamous Cluster.

    • Role: Club Patron
    • Location: The Cluster

    Notes

    Adonis is a regular face at the club, a constant presence in its chaotic social scene.

    Justine

    Justine

    A woman unashamedly comfortable with her "mess of a body."

    • Role: Club Patron
    • Location: The Cluster

    Notes

    You first saw her in Cluster, pulling some guy into the club rooms for what was undoubtedly an extremely dirty fuck. You’ve spoken with her since, and confirmed that she’s happy with her mess of a body.
    Ninfa

    Ninfa

    A face in the endless corridors of the arcologies.

    • Role: Local Resident
    • Location: The Projects

    Notes

    You’d maybe been flirting with her on or off for a while, or just checking her out. But you know her name now, and you’ve found that your interest has intensified.
    Teffi

    Teffi

    A digital ghost in the machine of the Projects.

    • Role: Local Resident
    • Location: The Projects

    Notes

    A resident of the Projects who sends the player sexual videos, a common form of interaction and hustle in the digital squalor of the arcologies.

    Rhet

    Rhet

    A corporate cog in a NoGo machine.

    • Role: Employee
    • Location: Sutter SensPerience, The Projects

    Notes

    An employee at the local branch of the SensPerience megacorp, a face on the corporate ladder operating inside the lawless territory of The Projects.

    Sofça

    Sofça

    A regular at an exclusive high-end club.

    • Role: Club Patron
    • Location: Slow Club, Palisade

    Notes

    Sofça is a regular patron at the high-end Slow Club in Palisade, a place where the city's elite come to play.

    Ice

    Ice

    A predator at ease amongst the elite.

    • Role: Hitman
    • Location: Slow Club, Palisade

    Notes

    Ice is a known hitman who frequents the Slow Club, mixing business with pleasure and moving comfortably among the city's power players.

    Xara One

    Xara One

    The face of a megacorp, a star that burns across the globe.

    • Role: SensPerience Star

    Notes

    The ubiquitous celebrity icon of the SensPerience megacorp. Though her productions are officially non-sexual, her stunning looks are the undeniable core of her galaxy-spanning appeal. Sex sells, even when it's just implied.

    Sophie

    Sophie

    A face in a violent tribe.

    • Role: Jag Gang Member

    Notes

    A member of the Jags and the best friend of Irene, offering a personal look into the lives of those within the city's violent street gangs.

    Figures of the Flesh Trade

    Willow

    Willow

    A manager of assets in the city's oldest profession.

    • Role: Pimp

    Notes

    A known pimp operating in the city, managing a stable of workers and navigating the violent politics of the trade.

    Anette

    Anette

    Potential recruit for an aspiring entrepreneur.

    • Role: Potential Hired Help

    Notes

    If you choose to enter the pimping business, Anette is an individual who can be recruited to work for you, coming with her own unique story and circumstances.

    Karen

    Karen

    Potential recruit for an aspiring entrepreneur.

    • Role: Potential Hired Help

    Notes

    If you choose to enter the pimping business, Karen is another individual who can be recruited to work for you.

    Kath

    Kath

    Potential recruit for an aspiring entrepreneur.

    • Role: Mission NPC, Potential Hired Help

    Notes

    Kath is first encountered during a mission. Depending on the route taken, she may later become available for recruitment if you are involved in the pimping business.

    The Detention Center

    Kim

    Kim

    A permanent resident of hell, waiting for a savior or an end.

    • Role: Inmate

    Notes

    Your almost-cellmate on every visit. Kim is a political prisoner held indefinitely without trial. Their sex is ambiguous, changing based on the player character's. They are a source of exposition, a potential ally, and a mystery to unravel.

    Officer Becks

    Officer Becks

    The face of authority in a place without hope.

    • Role: Prison Guard

    Notes

    A brutal sadist who represents the worst of Tower Group's authority. Is she forced into using horrific methods to keep you alive at someone else's behest? Or is she simply evil? The truth is unclear, but her cruelty is not.

    The Shiv Seller

    The Shiv Seller

    A merchant of violence in the prison's ecosystem.

    • Role: Inmate

    Notes

    A long-term prisoner who is always topless, a sign of her contempt for authority and outside social norms. A fixture of the prison's internal economy.

    The Prison Doctor

    The Prison Doctor

    "The Collector"

    • Role: Doctor

    Notes

    A chilling figure who explores themes of exploitation and forced consent in situations of extreme power imbalance. To him, you are not a patient, but a new piece for his collection.

    The Prison Guards

    The Prison Guards

    The worst of the worst.

    • Role: Guards

    Notes

    The guards in Detention are the worst of Tower's worst. Among them are a couple who can be bribed for your release—a transaction that involves money and coerced sexual favors, blurring the lines of consent and choice.

    The Pin

    The Pin

    A king in a concrete cage.

    • Role: Inmate, Crime Lord (Future NPC)

    Notes

    A crime lord who spends his entire life behind bars, controlling a vast criminal empire from within the prison walls. He is a future NPC related to the game's main mission.

  • Hacker

    Hacker

    Hacking the Grid

    In the world of 209X, information is not just power—it's the only currency that truly matters. The global network is a digital ghost, a chaotic reflection of the physical world's decay. Corporate data-fortresses, shielded by deadly programs, loom over a sea of unfiltered data, pirate nodes, and ghost signals. This is the Grid, and for those who know how to navigate it, it's a hunting ground.

    Hacking isn't a clean, sterile affair conducted from a sterile office. It's a grimy, high-stakes duel fought with cobbled-together cyberdecks, black-market software, and raw nerve. To jack in is to risk your mind for the ultimate prize: a secret, a key, or a killswitch that could bring a corporation to its knees.


    The Tools of the Trade

    A runner is only as good as their rig. While corporate "spiders" have access to state-of-the-art hardware, street-level hackers rely on custom, often volatile, technology.

    • Cyberdecks: The essential hardware interface for navigating the Grid. Most are custom-built, a Frankenstein's monster of stolen corporate parts, military-grade processors, and artisanal cooling systems, all held together with synth-tape and a prayer.
    • ICE (Intrusion Countermeasures Electronics): The digital guard dogs and razor wire of the net. Grey ICE might just trace you or lock you out. Deadly Black ICE, on the other hand, is designed to do one thing: turn your brain into fried mush. These are the anti-personnel mines of the digital world.
    • Daemons & Viruses: The weapons. A skilled hacker's arsenal includes "icebreakers" to bypass security, "worms" to steal data, and "logic bombs" to fry enemy systems. Each piece of software is a work of art, often as unique and dangerous as its creator.

    The Players

    The digital war is fought by many factions, each with their own goals and methods.

    • Netrunners: The freelancers. The digital ghosts of the slums and Projects. They hack for money, for reputation, or for the simple thrill of cracking a system deemed "unbreakable." They are the protagonists of the Grid's hidden stories.
    • Corporate Spiders: The enforcers. Employed by megacorps like CinnTech or Naas, their job is to protect their masters' data vaults at all costs. They are highly skilled, well-equipped, and utterly ruthless. Encountering one in the Grid is a death sentence for most.
    • Hacktivists: The idealists. These hackers aren't in it for the money. They target corporations and corrupt officials to expose truth or sow chaos, believing they can change the world with a line of code. They are unpredictable and often more dangerous than those motivated by simple greed.

    The Prize

    What is worth risking your sanity for? In the Grid, the rewards are immense.

    • Data: From corporate R&D schematics and blackmail material on executives to encrypted financial transactions, data is the ultimate score.
    • Control: Hacking isn't just about theft. It's about manipulating the environment. A skilled hacker can turn a building's security systems against its owners, pilot a stolen drone, or reroute an armored convoy.
    • Anonymity: In a world of total surveillance, true anonymity is priceless. Hackers can erase their existence, create new identities, or "ghost" a target, making them disappear from every database in the city.
  • Your Character

    Your Character

    Your Character

    Your character is your avatar in the game. At the beginning of the game, your character is a nameless drifter with no memories, coming in from the Badlands to the metropolis of Cinci. Your past, your abilities, your goals, and even your name and sex are all things that you will have to discover through playing the game.


    Core Identity & Attributes

    The fundamental building blocks of who you are. These define your innate capabilities and how you are perceived by the world.

    • Traits - Your basic physical and mental abilities: charisma, strength, stamina, etc. These change slowly and only through extreme training, cybernetics, or substance use.
    • Skills - Your learned abilities, from fighting to business. They are trained automatically by using them, and it's worth attempting difficult tests just for the training experience.
    • Mutations - Inherent genetic modifications that grant unique abilities and challenges. This is a permanent choice made at the start of the game that will define your playthrough.
    • Cybernetics - Implants and enhancements that can massively improve your traits and unlock new options. However, they increase your black shakes, and street-level surgery is always a risk.
    • Quirks - Unique physical features about your body.
    • Temperament - Four different approaches to the world. You can have two of them at a time.
    • Morality - Your preference for "good" or "bad" actions, which affects how different people react to you.

    Status & Survival

    Cinci is a hard place. Looking after yourself is a full-time job. You begin with a grace period, but soon the city's dangers will ramp up to full blast.

    • Wellbeing - Your wellbeing is represented by your sustenance, alertness, moods and other stats. If any of these move too far from the norm, you’ll start to experience increasingly serious negative effects.
    • Threats & Hazards - Negative stats that build up over time. They include Injury (physical damage), Hardship (poverty, pollution), Black shakes (from tech), and Psychosis (mental trauma). High levels can lead to a doom loop and eventual death.
    • Wounds & Injuries - Serious trauma that will take time to heal. Most major wounds won’t heal without medical attention from places like St Joe’s or the mercy crew.
    • Need - Your character’s appetite for sexual pleasure. It rises over time and can be satisfied in various ways, though pain and exhaustion can be inhibitors.
    • Perceived Temperature - Being too hot or cold can cause problems. Dress appropriately for the weather and use items like hot or cold drinks to manage your temperature.
    • Substance Use & Addiction - Drugs and alcohol can provide temporary benefits but lead to increased tolerance and the risk of addiction, a vicious spiral that is hard to escape.
    • Totally Crashed - Using stimulants like breathers or speed too quickly will crash your adrenals, preventing you from using them again until you recover through sleep and food.

    Social & Crew

    In Cinci, who you know is as important as what you can do. Your network of contacts and employees is a vital resource.

    • People and Organisations - You can build relationships with many characters and factions. These groups also have relationships with each other—making an enemy of one might earn you a friend in another.
    • Crew, Teams & Loyalty - Your Crew are people willing to work for you. You must pay them weekly and manage their loyalty. You can organize your crew into specialized Teams for different purposes.
    • Close Companions - You can equip a companion in a special slot to have them by your side. This can be a named character for a specific story beat or a member of your crew on a given task.
    • Trusted Sidekicks - Your most competent and trustworthy henchmen. They are more effective than normal crew but don't have the distinct personalities of full Contacts.

    Equipment & Inventory

    The gear you carry can be the difference between life and death. Your inventory is where you manage your weapons, clothes, vehicles, and more.

    • Your Inventory & Strongbox - Your inventory holds all your items. A strongbox is essential for storing money securely, but you need to be in a living space to access it.
    • Clothing & Preferred Styles - Clothing has mechanical effects, from temperature control to how dressed to impress you are. Consistently wearing a certain style will make it your preferred style, granting bonuses.
    • Weapons & Wear - Firearms use ammo and are subject to weapon wear, which can cause jams or catastrophic failure. Always carry a blade as a backup.
    • Vehicles & Wear - Vehicles are essential for some missions and alter your opportunities. They require fuel and suffer from vehicle wear, needing occasional service at a garage.
    • Spikes - Artificial memories that boost your abilities, usable with a Neural Interface. They can be used or sold, though selling them can attract trouble.
    • Breathers & Apps - Breathers are vials that provide a quick action refill but can cause a crash if overused. Your phone runs apps that must be managed against its security and performance resources.
    • The Grey Market - You can buy cheaper goods on the grey market, but they are unreliable. They might be fine, they might harm you, or, on rare occasions, they might be even better than the real thing.

    Gameplay & Progression

    How you interact with the world and grow as a character, from taking actions to navigating the city's dangers.

    • Actions, Cards & Decks - The core gameplay loop. You spend actions to draw cards from various decks, which represent your opportunities in the world.
    • Routes & Familiarity - The backbone of discovering new content. You must first find a route to an area and then build familiarity there by exploring and gathering rumors to unlock new opportunities.
    • Improving Yourself - Your core traits can be permanently increased through long-term training at places like a gym or dojo, which is one of the only ways to raise them.
    • Making Money - A constant necessity. You can earn cash by working the streets, completing errands, or taking on bigger jobs.
    • Chases & Hunting - You will often find yourself in chases, either as the hunter or the hunted. Your success depends on your skill and your familiarity with the area.
    • Crime and Punishment - Different areas have different approaches to crime. A mounting body count, however, will earn you a bad reputation everywhere.
    • Permadeath & Legacy - The game features permadeath. If you die, you can create a new character who can follow in the footsteps of your last, inheriting a head start and sometimes unlocking new content.
  • Secrets of CyberpunkDreams

    Secrets of the Sprawl

    Secrets

    Beyond the concrete and chrome, beyond the daily hustle and bloodshed, lies a world of deeper secrets. These are the whispers in the dark alleys, the bleeding-edge tech that defies morality, and the truths so valuable that people will kill—or die—to protect them. This is a glimpse into the esoteric underbelly of the world.


    Mutations: The Unwanted Gift

    What exactly is a mutant? In biological terms, an individual of a species that differs genetically from its kin. In human politics, something much more specific and, apparently, sinister. The modern term “mutant” refers to a particular class of mutation first observed in the aftermath of the Secession Wars: people with unusual, if often subtle, abilities and physical abnormalities.

    Stories of mutant supermen are largely a myth. Little is known about the phenomenon due to the political hysteria that erupted upon its identification. In a mere two years, an international decision was made: these “people” were not human and therefore not subject to human rights laws. Shoot on sight orders quickly spread as the Eastern-Border Cities fortified themselves. New AI-driven technology sprang up for their instant identification and extermination, with security conglomerates like Tower Group investing heavily. Modern systems boast an accidental termination rate of a mere five percent.

    This brutal policy forces mutants in Cinci to live in hiding, pass as normal, or flee to the relative anarchy of the Badlands. Outside the city walls, however, a mutation can be an asset. The army, for instance, cared little for genetic purity if an individual's abilities were useful. The scavenger Jake possessed a mutation that allowed him to sleep with only half his brain at a time, a perfect trait for a life where constant vigilance is key to survival.

    Behind the facts, many conspiracy theories lurk. Whispers of alien intervention, sinister corporate plots, or failed supersoldier programs are common. The reality, however, is far less grand and perhaps more disturbing. The 'mutant' phenomenon is not the product of a government or corporate conspiracy, but the successful work of a lone individual—a 'neckbeard' out in the badlands who acquired a gene-editing suite and, for reasons unknown, began to alter the human code.


    Vampires: The Biotech Myth

    Are they real? In the slums, whispers persist of figures who are more—and less—than human. These aren't supernatural creatures of folklore but the horrifying potential endgame of black-market biotech and radical body modification. The myth speaks of individuals so heavily altered that they require fresh blood or specific biological components to sustain their augmented bodies or reverse cellular decay.

    These "vampires" are the ultimate urban predators, a rumor that haunts the organ-harvesting clinics and snuff studios of the Core. They represent the terrifying fusion of human desire and unchecked technology, a dark legend in a city already drowning in nightmares. Whether they are a genuine threat or a cautionary tale, the fear they inspire is very real.


    Secret Weapons & Black Tech

    In the shadow wars between corporations and criminals, the right weapon isn't just an advantage—it's everything. These tools range from high-tech corporate assassination hardware to disposable street-level implements of death.

    Biological & Human Weapons

    The most insidious weapons are those that walk and breathe. The assassin Angela demonstrated the pinnacle of this concept, her body converted into a biological bomb by a custom nanite swarm. Keyed to her death, the swarm deconstructed her at a subcellular level to create a potent, undetectable explosive. On a cruder level, individuals can be turned into "puppets" or "shell entities"—their minds digitally wiped and reprogrammed for a single mission, making them the perfect deniable asset, as seen in the Gamble Street bombing.

    High-End Assassination Tools

    For corporate work, only the best will do. The BRA Khemall ANR60 is a prime example: a smart rifle that links directly to the user's cortex, firing laser-guided, high-velocity rounds. Loaded with illegal, short-lived disassembly nanites, its projectiles not only kill the target but also consume the evidence, making it a ghost's weapon.

    Street-Level & Disposable Tech

    On the streets, desperation breeds innovation. Fixers and runners use untraceable, 3D-printed, single-shot firearms known as "cunt guns". Designed to be concealed within the body, they are the ultimate last resort—a weapon born from the need to get a gun past even the most invasive security search.


    High-Level Information: The True Currency

    In the world of 209X, data is power. Information—corporate secrets, personal data, underworld intel—is the most valuable commodity, and wars are fought to control its flow.

    Information Brokers

    At the apex of the data trade were figures like the legendary Siprasi Twins. They were ghosts in the machine, capable of stealing any secret and altering any record at will. They operated from a completely sealed, armored bunker, their power so absolute that the only way to stop them was with a weapon as unconventional as they were.

    Corporate Espionage & Memetics

    The shadow war between megacorps like CinnTech and Naas is fought with information. They employ elite counter-extraction experts who use sophisticated psychological profiling, multi-layered deception, and even memetics—subliminal messaging and suggestions—to influence and extract high-value personnel. These operations are complex chess games where human beings are the pieces.

    The Shadow Networks

    The nervous system of the underworld. This is a web of encrypted communications, dead drops, anonymous chat rooms, and courier networks. It's how fixers like Layde, drone operators like Trix, and smugglers on the Riverfront trade the street-level intel that keeps the illicit economy moving. Access to this network is the difference between being a player and being prey.

  • World

    The World of 209X

    A cyberpunk cityscape view

    The world of the 2090s is a fractured landscape, reshaped by a slow, grinding collapse rather than a single apocalyptic bang. It's business as usual, slowly sliding into more and more environmental degradation, economic despair, and mind-numbing pop culture as the corporations rake in the profits and take control. This is a tour of that broken world.

    "Some players have some weird ideas about the background. There was no apocalypse or anything like. What happened to the old US was a series of smaller wars that took place over decades."

    A Slow Collapse: The Fall of the Old World

    The 21st century was not kind. The collapse was not a single event, but a cascade failure of interconnected systems over decades, driven by corporate greed and political inaction.

    The Dustbowl & The Badlands

    The single most important event in North America's recent history was the creation of the great dustbowl. A combination of factors—overuse of water from ancient aquifers, chemical fertilizers turning soil to dust, massive monoculture farms, and changing rainfall patterns—led to a cascade of desertification. A vast swathe of the continent, from the Rockies to Ohio, was rendered almost uninhabitable, creating the lawless expanse now known as the Badlands.

    The Secession Wars

    The ecological disaster of the dustbowl triggered mass population movements and resource scarcity, which in turn ignited the bloody and brutal Secession Wars. These were not conflicts fought with large-scale nuclear weapons, but a series of smaller, protracted wars over decades that utilized devastating chemical and biological arsenals. The old USA was torn apart, its government collapsing and its territory fracturing.

    Fuel & The Rise of Nanotech

    Parallel to the wars, the petrochemical industry, a house of cards built on peak oil and government subsidies, finally collapsed. This spurred a massive boost in the nascent nanochemical industry. Today, a combination of tailored micro-organisms, nanites, and modified algae strains can synthesize almost any chemical compound, including fuels that burn cleaner and more efficiently than their old-world counterparts.


    Cincinnati (Cinci): Heart of the Eastern Border

    The primary setting of the game, Cincinnati is the largest of the Eastern-Border Cities. Its population swelled to 24 million during the refugee crisis, a result of rushed, uncoordinated, and corrupt urban planning. Today, it is a chaotic mix of hyper-modernity and decay. While Ohio is now its own country, Cinci is its undisputed economic and cultural heart.

    The Slums

    The slums are Cinci. This sprawling mess of favelas, tenements, and cheap condos covers most of the city and houses the majority of its population. Life is a constant hustle, even for those with standard jobs. The streets are a permanent market controlled by a loose network of protection rackets known as "slums law".

    The Projects (e.g., Evanston)

    Four colossal, interconnected arcologies housing nearly half of Cinci's population. Built to handle the refugee crisis, they are a NoGo zone for outsiders and a crime-filled swamp. Inside, however, a unique and thriving culture has emerged, born from the necessity of millions learning to live together in a high-pressure environment.

    Gamble Street

    The city's primary market and Chinatown, existing by its own rules under an uneasy alliance between the Triads and the Yakuza. It's the pulsing heart of the city's black market, where one can buy anything from illegal cybernetics to information spikes.

    Protected Zones (PZs)

    Gleaming corporate enclaves, walled off from the chaos. Areas like the Central PZ are where the elite live and work under the watchful eye of firms like Tower Group. They are worlds of clean air, high technology, and absolute corporate control.

    The Bordertown

    The western limit of Cinci is a fortress. Just outside lies the Bordertown, a scattered community of travelers, refugees, and predators. Though technically a NoGo area, the heavy Tower Group presence keeps it in a state of tense stability.

    NoGo Zones

    Areas without official law enforcement, where entry is at your own risk.

    • Riverside: A toxic waste dump on the southern bank of the Ohio, a festering scar from the Secession Wars. Officially depopulated, but some desperate souls still live and die among the chemical sludge.
    • The Old City Core: The darkest of the NoGos. The former downtown is now a ruin of decaying skyscrapers, a den of pure evil that is home to snuff studios and the city's worst monsters.

    Global Locations: A Fractured World

    While America has collapsed, other parts of the world have adapted or risen in its place, creating a new global dynamic. China is now the dominant global power, and space exploration likely consists of a moon base, the ISS being a relic of the past.

    Brazil & The Amazon

    In stark contrast to the former USA, Brazil has emerged as a stable and powerful nation. However, its vast jungles are a smuggler's paradise and home to ruthless cartels like the Irmandade Roxa. In a stunning reversal of historical trends, it is now a destination for people smugglers moving desperate individuals *out* of the collapsed American state in search of a better life.

    The Gulf of Mexico

    The Gulf is a graveyard of the old world, with cities like Panama City, Florida, now nothing more than debris sticking out of the sea. The region is dotted with isolated compounds and derelict deep-sea installations, like the oil rig where Mal takes refuge. It's a place to disappear, far from corporate or legal oversight.

    The North African Desert

    A vast, timeless expanse where borders have no meaning. This is the domain of the nomadic badw clans, who mix ancient traditions with modern technology. It is also a shadow theatre for global espionage, where corporate mercenaries and intelligence agents play a deadly game of cat and mouse amidst the sandstorms.

    London

    A major world city, but one that has been ravaged by rising sea levels. The old metropolis is flooded, with life continuing on the rooftops and upper levels of its historic buildings, a testament to humanity's stubborn will to adapt.

    Siberia

    A remote and desolate region used by megacorporations as a location for untraceable subsidiaries, black sites, and brutal gulags. It's a place where people are sent to be forgotten, either as a researcher in a secret lab or a prisoner in a salt mine.


    Factions & Power Brokers

    In the fractured world of the 2090s, power is not held by governments, but by a complex web of corporate monoliths, ruthless criminal syndicates, and desperate street gangs.

    The Corporate Overlords

    The true governments of the modern era. They control the PZs, wage shadow wars, and view the populace as either consumers or obstacles.

    • Tower Group: Cinci's corporate rent-a-cops and biggest gang. A multinational corporation contracted to enforce the law, they are known for their brutality in the slums while providing high-quality service in the PZs. A secret black-ops unit within Tower acts to maintain the city's "status quo" through any means necessary.
    • Other Megacorps: Entities like CinnTech Genetics, Naas, and Rohden are major players in the constant game of corporate espionage.

    Syndicates & Street Power

    Where corporate law ends, the law of the street begins. These organizations control the illicit economies of the slums.

    • The Triads & Yakuza: Traditional organized crime syndicates, most notably the Five Lucky Winds triad's uneasy alliance with the Yakuza on Gamble Street.
    • Slums Law: A loose network of neighborhood watch groups and protection rackets that maintain a semblance of peace, allowing business—legal or otherwise—to function.
    • The Jags & Modes: The two main street gangs of the slums, locked in a perpetual, hyper-violent turf war. The Jags favor a punk aesthetic, while the Modes emulate an androgynous version of the ancient actor James Dean.
    • The Zetas: A societal label for feral children, aged 5-10, with no hope and no future. They are not an organized gang, but a tragic symptom of the city's decay, a concept they themselves wouldn't even understand.
  • Story

    The Story

    Story
    "The notion that nature can be calculated inevitably leads to the conclusion that humans too can be reduced to basic mechanical parts..."

    The year is 209X. The old nations are ghosts. Climate change, societal collapse, and forgotten wars have shattered America, leaving a landscape carved up by corporate ambition. In the sprawling megalopolis of Cincinnati—Cinci to those who live and die in its streets—megacorporations like Tower Group, CinnTech, and Naas rule from gleaming, fortified towers, their power absolute.

    Down below, in the neon-drenched, rain-slicked canyons of the slums and the monolithic arcologies known as the Projects, life is a desperate hustle. This is a world of runners, fixers, gangers, and scavengers, all fighting for their next score, their next meal, their next breath. Technology is a double-edged sword; cybernetic implants can make you a god, but they can also make you a target. Information is the most valuable currency, and violence is the most common transaction.

    This is the world you are about to enter. Your past has been scrubbed, your identity a blank slate. You're here for a job. To survive, you'll need to learn the streets, build a crew, and decide who you want to be. The stories below are fragments from this broken world—whispers from the recent past that have shaped the present you now face.


    Timeline of Recent Events

    This timeline pieces together key events from the archived narratives, establishing the chain of incidents that have recently shaken the underworld of Cinci and the surrounding Badlands.

    The Past (Circa 2078-2080s)

    The Telogia Raid: A black-ops team of elite mercenaries, including individuals known as Mal and Morgan Long, is betrayed during a disastrous mission against a Naas debriefing facility in the Florida panhandle. The team is wiped out, scattering the few survivors and creating bitter rivalries that will fester for over a decade. (Storm Force)

    The Present (A Turbulent Period in the 2090s)

    The Fall of a Fixer: Layde, a well-established fixer operating out of Murphy's Bar, is systematically destroyed by Dog, a sadistic enforcer from the city's NoGo Core. It is later revealed that Dog was secretly contracted by a black-ops unit within Tower Group, led by Cordova, to neutralize Layde, who had discovered too much about their operations. (Dog & her teeth, No Justice)

    The Snakehead Execution: Ken Hong, a senior member of the Lucky Shen snakehead gang, is publicly executed. The murder is photographed by freelancer Sally Stone, who is warned off investigating further by fixers Sammie and Leon. Cordova's unit later assassinates Sally's editor to suppress the story and prevent a full-scale gang war from disrupting their primary operation. (Gangland, No Justice)

    The Gamble Street Bombing: Cordova's unit orchestrates the bombing of a Tower Group APC on Gamble Street. The chaos serves as a cover for their main objective.

    • The attack is carried out by a brain-wiped puppet, who is immediately eliminated by a hired sniper. (Goes Bang, Glint)
    • The incident is observed from afar by Trooper Jackson, a disillusioned Tower Group drone operator. (Drone Station)

    The Triad Coup: Using the Gamble Street bombing as a pretext, Cordova's unit extracts Tony Wu, leader of the Five Lucky Winds triad, and delivers him to his lifelong rival, Lucky Shen. This act decapitates the triad leadership and prevents a gang war that Wu was planning, thus preserving the fragile status quo that Tower Group desires in the slums. (No Justice)

    A Botched Run: Runners Kaylee and Denny are ambushed during a smuggling run on the Ohio River. Denny is killed. Believing she was set up, Kaylee hunts down and kills her fixer, BabyO, before going to ground in the Eastwood arcology. (Denny and Me)

    The Courier's Sacrifice: An assassin, hired by Rohden, uses a terminally ill courier named Angela as a living bomb to eliminate the reclusive and untouchable information brokers known as the Siprasi Twins. The assassin confirms the kill with corrupt city detective Ferguson. (Angela)

    The Sinclair Extraction: In the Badlands, a scavenger crew led by Sugar and including members Jake, Salt, and Micky is hired to transport a crate for a shell company called Biophorm.

    • The crew is ambushed and destroyed. This is witnessed from the perspective of Jake. (Badland Blues)
    • It is revealed the entire operation was a multi-layered corporate extraction. The crate contained Michael Sinclair, a CinnTech scientist. The ambush was orchestrated by a CinnTech counter-extraction team to identify who was trying to steal Sinclair. The ultimate twist is that the lead CinnTech operator was, in fact, defecting to Naas and had orchestrated the entire affair as their own extraction. (Extraction)

    The Aftermath

    A Ghost from the Past: Mal, a survivor of the Telogia raid, lives in self-imposed exile on a derelict oil rig in the Gulf of Mexico. When Morgan Long, another survivor, washes ashore, old wounds and dark secrets are reopened, leading to a violent and tragic conclusion. (Storm Force)

    An International Trail: Detective Ferguson, operating far from his usual beat in Cinci, travels to Brazil. His mission is to dismantle the Irmandade Roxa, a cartel that has begun smuggling people from the collapsed United States to more stable nations like Brazil, reversing the old-world dynamic. (Inbound)


    World Compendium

    Key Factions

    Megacorporations: Entities like Tower Group (private security), CinnTech (biotech), Naas (diversified), and Rohden (diversified) are the true governments. They control the PZs, enforce their own laws, and wage shadow wars against each other using black-ops teams and corporate assassins.

    Triads & Yakuza: Traditional organized crime syndicates that control specific territories, most notably Gamble Street. They maintain a fragile peace with each other and a political arrangement with Tower Group.

    Snakeheads: Brutal and secretive people-smuggling cartels, such as those led by Lucky Shen. They are considered dangerously unpredictable even by other criminal factions.

    Street Gangs (Jags & Modes): Hyper-violent, style-obsessed gangs that control territory in the slums and Projects. Their conflict is a constant feature of street life.

    Runners & Scavengers: The freelance backbone of the underworld. Runners take on illegal jobs within the city, while scavenger crews brave the dangers of the Badlands for salvage and high-risk hauling contracts.

    Key Locations

    Cincinnati (Cinci): A sprawling, decaying megalopolis on the Ohio River. The primary setting for the game.

    The Slums: The vast, low-lying, and chaotic majority of the city. A mixture of shanties, makeshift markets, and crumbling pre-collapse architecture.

    The Projects: Towering, self-contained arcologies (e.g., Eastwood, Bronson) that house millions. Each is a vertical city with its own culture, economy, and dangers.

    Protected Zones (PZs): Walled-off, high-security corporate enclaves where the elite live and work, completely isolated from the reality of the city below.

    The Badlands: The desolate, lawless expanse outside of Cinci, littered with the ruins of old towns and highways. Home to scavengers, isolated compounds, and corporate black sites.

    The Core: A NoGo Zone in the heart of the city. A dense, dark, and anarchic slab of urban hell, home to the most desperate and dangerous elements of society, such as the snuffer studios.

  • Items

    Browse Other Item Categories

    Sortable Items

    Sortable items are unidentified items that you find in the world. They appear in your inventory under the "Sortable" tab, usually identified by a general class (e.g., 'Unsorted pistol', 'Unsorted knife'). Left-clicking on a sortable item allows you to identify its specific type and make it usable.

    How Sorting Works: An Example

    When you have a stack of unsorted items, the game presents you with a choice to identify them. For example, a stack of unsorted knives will show the following:

    Knives

    "You’ve got quite a collection here. Yeah, lots of steel. Lots of sharp edges. Time to see what you’ve got?"

    Note: 12 different blades to find.

    This is followed by an option to "Sort" the items.

    This process of sorting applies to other item types as well, such as handguns, rifles, and more.


    Sortable


    Item Description Game Data

    Handguns

    Handguns

    Anything that's good for concealed carry, more or less.

    • Category: Sortable
    • Nominal Price: OH$177.8
    • Stash Usage: 0.5

    Knives

    Unsorted Knives

    You've got a few blades to sort out.

    • Category: Sortable
    • Nominal Price: OH$66.6

    Heavy weapons

    Unsorted Heavy weapons

    Serious tools for a serious trade. Machine guns, sniper rifles, shit like that.

    • Category: Sortable
    • Nominal Price: OH$1,770.0

    Porn thum

    Porn thum

    Cinci's never short of the spice of life.

    • Category: Sortable
    • Nominal Price: OH$23.3
    • Stash Usage: 0.5

    Spike Unlabelled

    Spike/Unlabelled

    An uncoloured Sens spike. You should probably scan this before you do anything with it.

    • Category: Sortable
    • Stash Usage: 0.5

    Dirty white capsules

    Dirty white capsules

    Could contain anything. Have them identified by someone. Or risk taking one yourself.

    • Category: Sortable
    • Stash Usage: 0.1

    Assorted ammo

    Assorted ammo

    Got some bullets, have we? Or shells, or darts, or charge packs. Could be anything.

    • Category: Sortable
    • Nominal Price: OH$2.1
    • Stash Usage: 0.75

    Heavy rounds

    Heavy rounds

    Machine guns, sniper rifles – shit like that.

    • Category: Sortable
    • Nominal Price: OH$7.1
    • Stash Usage: 2

    Pistol rounds

    Pistol rounds

    Got a grab bag here. 45, 9mm, the usual.

    • Category: Sortable
    • Nominal Price: OH$1.7
    • Stash Usage: 1

    Shotgun shells

    Shotgun shells

    (No description available)

    • Category: Sortable
    • Nominal Price: OH$1.8
    • Stash Usage: 2

    Rifle rounds

    Rifle rounds

    (No description available)

    • Category: Sortable
    • Nominal Price: OH$2.5
    • Stash Usage: 1

    Assorted spike

    Assorted spike

    Each spike could hold... anything. Anything. The way to find out? Plug it in.

    • Category: Sortable
    • Nominal Price: OH$70.4
    • Stash Usage: 0.5

    SensPerience spike

    SensPerience spike

    Could be anything from casual entertainment to the darkest of the dark.

    • Category: Sortable
    • Nominal Price: OH$13.9
    • Stash Usage: 0.5

    SensX spike

    SensX spike

    Also known as pink. You know what this is all about.

    • Category: Sex supplies
    • Nominal Price: OH$20.4
    • Stash Usage: 0.5

    Black spike

    Black spike

    You know these'll be dark. But how dark?

    • Category: Sortable
    • Nominal Price: OH$35.0
    • Stash Usage: 0.5

    Street data spike

    Street data spike

    Knowledge hot off the streets. Locally made.

    • Category: Sortable
    • Nominal Price: OH$96.0
    • Stash Usage: 0.5

    Feelgood spike

    Feelgood spike

    Opium for the masses.

    • Category: Sortable
    • Nominal Price: OH$19.3
    • Stash Usage: 0.5

    Mood spike

    Mood spike

    New on the streets. Foreign names. Could be interesting.

    • Category: Sortable
    • Nominal Price: OH$29.2
    • Stash Usage: 0.5

    Special spike

    Special spike

    Hardcore functionality that doesn't fit in elsewhere.

    • Category: Sortable
    • Nominal Price: OH$607.6
    • Stash Usage: 0.5

    Strange beast

    Strange beast

    You know these are Sens spikes, but they don't fit into any of the usual categories.

    • Category: Sortable
    • Nominal Price: OH$40.0
    • Stash Usage: 0.5

    Pro spike

    Pro spike

    Cutting edge tech. Expensive on the streets.

    • Category: Sortable
    • Nominal Price: OH$331.9
    • Stash Usage: 0.5

    Enhancer spike

    Enhancer spike

    Make you feel stronger, faster, whatever you want.

    • Category: Sortable
    • Nominal Price: OH$199.3
    • Stash Usage: 0.5

    Basic skill spike

    Basic skill spike

    Simple, useful stuff.

    • Category: Sortable
    • Nominal Price: OH$42.0
    • Stash Usage: 0.5

    Intermediate skill spike

    Intermediate skill spike

    Should be some good stuff in amongst these.

    • Category: Sortable
    • Nominal Price: OH$109.3
    • Stash Usage: 0.5

    Advanced skill spike

    Advanced skill spike

    The best you can get.

    • Category: Sortable
    • Nominal Price: OH$242.6
    • Stash Usage: 0.5
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