The City

There is a lot to do here.

Most of what follows was written specifically for Uncharted. Where a ready-made system existed but wasn't good enough, we rebuilt it from scratch instead of shipping something we didn't like. Here's what that actually gets you.

01 / UNDERWORLD

Build a name people are careful about saying

Crime here is a career, not a payout button. You climb a personal reputation ladder from small corner work all the way up, and if you charter a crew it climbs a track of its own. Everything you pull counts toward both.

  • Nineteen scores, from an ATM to an oil rig. Fleeca, Paleto and the Pacific Standard. Jewellery, an armoury, a yacht, a cargo ship, a moving freight train. Each one runs as a chain of objectives — cut the power, get through the door, crack the vault, get out — with hacking to do under pressure and a heat system deciding whether you leave clean.
  • Territory you can see. Charter a crew with its own name, colour and logo, then hold ground on the map. Spray your tag on real walls. Rivals have to physically scrub it off to take the block back.
  • Crew infrastructure. A treasury with deposits and withdrawals, rank names and permissions you set yourself, declared wars and wagers, laundering, a private medic who can bring your people back, and a black market that opens up as you climb.
  • Product, start to finish. Six separate production chains — grow and cure, press, cook through temperature stages in a hidden lab, refine, synthesise. Nothing is one button.
  • Move it yourself. Sell on the street to the right people, corner by corner. Your own turf pays better. A rival's is riskier. And roughly one customer in ten is a problem — a snitch, or somebody who is very much not a customer.
  • Boosting. Take a contract, find the car, get past whatever's guarding it and beat the tracker — because on the high-value classes it's pinging every deputy on duty. Deliver it, or scratch the VIN and keep it in your own garage.
  • And if it goes wrong, there's a working prison on the other side, with jobs, a commissary, contraband worth smuggling and a way out for anyone patient enough.
02 / RACING

Turn up on foot and go racing

Racing on most servers dies the moment the grid thins out or a new player realises they can't afford the car. We fixed both of those specifically.

  • Spec loaners. Roll up with nothing and you'll be handed a car identical to everybody else's. No garage advantage, no cheque-book advantage — the win belongs to whoever drove better.
  • Hot laps on your own. Set a time on any track even if you're the only person online. The board is always live.
  • Bounties. Put real money on a lap time and dare somebody to take it off you. It's escrowed, so nobody's arguing about it afterwards.
  • Championship seasons. Qualifying, a proper grid, stage points through the race, finishing points, and a season that resets while your lifetime stats don't.
  • Tracks built in-world. Race officials lay out a course by driving the racing line and dropping the checkpoints, then dress it with barriers and cones — so the circuits are made by people who race them.
  • Trackside leaderboards, a rematch button on the results screen, and a heads-up across the city when someone opens a race.
03 / WORK & BUSINESS

Earn it honestly — and properly

This is usually where a city thins out. It's where ours goes deepest. You can hold up to three jobs at once and switch between them with a single key.

  • Run a restaurant. Prep and cut ingredients at real stations, cook the menu, ring people up on a till, take kiosk orders and run deliveries. Staff get paid from the business account, with commission and tips if the owner sets them.
  • Run a garage. Work orders, invoices, payroll and servicing by mileage — or leave it on self-service after hours so drivers can customise their own car at a markup while nobody's in.
  • Run a pawn counter, with invoicing, buy-ins and a live auction house where bids are held in escrow until it's settled.
  • Mining, properly. Ore nodes that persist, pickaxes that wear out, panning in the river, washing, cracking, smelting into bars, cutting gems, and a long list of jewellery to make from them — across six separate skill tracks.
  • Keep bees. Buy hives, place them where you want them, catch wild bees, and harvest honey that tastes of wherever you put the hive. Hives get sick, decay, and turn on you if you open them without a smoker.
  • Work the land. Orchards you can walk up to and pick, greenhouses out in Grapeseed, and produce that feeds the restaurants back in the city.
  • Hunt and fish. Hunting is a career with a licence, missions, tracking and a long climb. Poach without the paperwork and someone will call it in.
  • More than twenty casual jobs with experience and levels behind them — trucking, diving, fishing, warehouse work, treasure hunting, scrapping. Good for a quiet hour, and they pay.
  • Craft it yourself. Benches with their own skill levels and blueprints, and a queue that reserves your materials and keeps its place — walk away, crash, or sit through a full server restart, and it's still exactly where you left it.
  • Buy the car, finance the car. Browse the showroom, take a test drive, then pay cash or take a finance contract with instalments, a running balance and the option to clear it early. Miss enough payments and it goes back.
04 / LAW & RESCUE

The people on the other side of every story above

Two departments, deliberately — the Sheriff's Office and San Andreas Fire Rescue, with a courthouse behind them. Small enough that everyone knows each other, structured enough to be worth taking seriously.

  • A real records system. Reports, criminal records, evidence, a weapons registry, standard operating procedures, internal affairs, field training for new deputies, and duty hours that are actually tracked.
  • Dispatch that reacts to the city. Calls come in off what's genuinely happening — a tracker on a stolen car, a deal that went to the wrong person, an alarm going off mid-heist. Panic and backup are a keypress away.
  • Radar and plate reading, with alerts on flagged vehicles.
  • Fire and rescue with somewhere to work. Stations and clinics across the map, ambulances and a helicopter, with patients stabilised on scene and run in for treatment — unless it's bad enough to treat where they lie.
  • Kit your rig out at the department garage: liveries, extras, colours, tint, a wash and a repair.
  • Medics are protected by rule, not just by convention. On-duty EMS can't be robbed, downed or taken hostage — see the rules.
05 / A PLACE TO LIVE

Somewhere to come home to

You are not going to spend your first week homeless and broke on a bench.

  • Every citizen gets a starter apartment, free. No rent, no bills, from the day you arrive.
  • Log out at home, wake up at home. Your front door is where you left it.
  • Hundreds of properties across the map when you're ready to move up — houses, apartments and garages, bought and sold through a licensed realtor who's another player doing their job.
  • Furnish and decorate the inside to your taste.
  • Garages that keep your cars where you put them, across the whole city.
06 / THE LIVING CITY

And everything in between

The things that aren't a career, but are the reason a city feels lived in.

  • A casino inside a player-run bar. Our Town Bar & Grill is run by people who live here, and the casino is part of it — blackjack, roulette, slots, the lucky wheel and three-card poker, with a proper drinks list on the other side of the room.
  • A night out. Mini golf down at the Pier with saved scorecards and leaderboards, bowling, and a laser tag arena with real gear.
  • Ink you can see before you pay for it. Sit in the chair, the camera comes in, and you preview the piece on your own body until you're happy with it.
  • Outfit bags. Drop one anywhere and it opens a fitting room — your character turns on the spot while you try looks on. Share the bag and your friends can change into your fits.
  • Weather that means something. Rolling seasons, regional conditions and forecasts, and occasionally something you'll be telling people about afterwards.
  • A city you can touch. Dumpsters worth searching, vending machines that are actually stocked, parking meters you can pay — or take a crowbar to — chairs you can sit in, and an aerial tramway with the best view in San Andreas.
  • The Vinewood sign gets rewritten for events. Look up now and then.
  • A phone that does the job — including banking and a garage app that tells you where you left the car.
07 / UNDER THE HOOD

Run like we intend to be here next year

  • Whitelisted, with real anti-cheat and queue priority.
  • Crash on the way in and you keep your place in the queue — and restarts ramp people back in rather than letting it become a stampede.
  • Backed up constantly, monitored around the clock, on hardware we run ourselves.
  • One clean look. Every menu in the city shares a single visual language, because thirty-odd different interfaces is its own kind of immersion break.
◈ Still building

The city changes most weeks — new systems, new venues, and fixes for whatever you tell us is broken. Updates get posted in Discord as they land.

Sound like your kind of city?

It takes about ten minutes to get in.

Join the Discord, read the rules, send an application. We'll take it from there.