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- hex 6m
- Wulf 12m
a Butako 1m https://i.imgur.com/GsU4a79.jpg
- Angeline 4s
- FluffyPuff 4s
- AdamBlue9000 12s Rolling 526d6 damage against both of us.
- PsycoticCone 53m
- Burgerwolf 43s PANCAKES
- Raven 6m I lost myself, in the dark charade.
- Crooknose 6s
- Soltan 4h
- Archangel212168 1m
- Pladdicus 2s uh
a Mench 3h Doing a bit of everything.
- Rillem 30m Make it personal.
- Vanashis 4h
- zxq 5m Tools: https://ansicolortool.neocities.org
- Yizhi 3s
And 23 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.