An intelligence service
They like the way you watch a room. They’d like to know what you see in it, and who you tell.
“Nobody pays attention to a new face. That’s the point.”
Fluorescent glare on a cavernous depot, a stray “Welcome home!” balloon against the rafters — and Main Street already watching.
The city runs on people who arrive exactly like you — with nothing, owing no one, useful to everyone. You build a life here one typed line at a time, and you find out what you’re willing to become to keep it.
Returning player? The same door — sign in.
COMPLICIT is a text game: the city is described to you, and you answer by typing what you do. Every street, shop, stairwell and back room has been written by hand — and when typing isn’t the point, you can just tap the way forward.
Both of them are lying to you, and neither is the good guys.
They like the way you watch a room. They’d like to know what you see in it, and who you tell.
“Nobody pays attention to a new face. That’s the point.”
They like that you don’t ask questions. The work is easy, the money is real, and the favors always come due.
“Carry this across town. Don’t open it.”
A name, a circle, a side of town. You don’t win here — you build something, and decide what it costs.
“Everyone in Corwin City is complicit in something.”
Places on the map — avenues, shops, apartments, rooftops and the alleys between them.
Residents hear the room and answer in character — remember you, refuse you, or tell you something.
A chain of jobs that runs from the depot to the worst building in the city — and a fight, when you want one.
It runs in the browser, phone included. Sign in, choose a character, step off the bus.
Everyone in Corwin City is complicit in something. Give it time.