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- Acupa 3m
- Pladdicus 24m uh
- PinkFox 12m
- PainFeeler 36m
- whatislove 1m
- Sulfurado 55m
- Burgerwolf 1m PANCAKES
- VermilionGrin 11s
- AdamBlue9000 21s Rolling 526d6 damage against both of us.
- Mikael 9m A soul cant be cut.
- Rillem 9m Make it personal.
- SmokePotion 49s Right or wrong, I'm getting high.
- Raven 2h I lost myself, in the dark charade.
a Mench 6h Doing a bit of everything.
- zxq 39m Tools: https://ansicolortool.neocities.org
- Vanashis 49m
- Sivartas 1h
And 18 more hiding and/or disguised
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Altitude Multiplier on AVs/Robots
Or, The City Is Too Damn Flat!

This is not an issue most players will run into but while many parts of the city are scaled representations of a larger theoretical space, there is some weirdness regarding altitude because outdoor rooms are only ~3m high. This works okay (if a bit short) to represent building storeys but starts to break down really quickly when its extrapolated to the in-game verticality, and unlike the horizontal dimensions of the city that have a large handwaved outer area that players cannot visit, every vertical slice of the city is visitable and measurable including the roof.

In practice this doesn't matter much as long as pilots don't think about the ramifications of their altitude readings, and it can be dealt with a 'don't think about it too hard' resolution, however I think this could really easily be rectified by simply adding a 4X Multiplier to altitude read-outs on the UI for flying vehicles and robots. Nothing mechanical ends up being changed, no gameplay is effected, and in a stroke the city becomes measurably large enough to match its canonical size.

Descriptions of the skyscraper-filled airspace of the city and the towering heights involved actually lines up closer to something like an 8-10X Multiplier but that starts creating substantial gameplay weirdness where a building that should have 100-200+ floors has only 15 and characters can survive impossibly high drops.