A game you play by walking through your city

Enter the Nearfield.

Something is moving between people in your city, passed on just by being near someone. Pick a story, pick a side, and go outside.

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You won't know what you did until hours later. And you'll never know who did it to you.

1
shared game per city
6
stories to see it through
2
sides, every episode
14
days to an episode
How it plays

Open. Walk. Find out later.

  1. 01

    Open a session

    One toggle. While it's on, your phone quietly notices other players nearby over Bluetooth. Turn it off and nothing listens — ever. Forget about it and it closes itself.

  2. 02

    Live your day

    Coffee, commute, the park. Every place you spend time becomes ground to hold or take. Scan when you arrive; the people you pass are the game. It's fully playable from one block — travel adds reach, never permission.

  3. 03

    It shows — hours later

    Nothing happens in the moment. Then, at home, a notification: it took. Which afternoon, roughly. Never who. That delay isn't a limitation — it's the whole game.

Six stories, one city

Same game.
Your fiction.

Everyone plays the same city. The story is how you see it — and you can change it any time.

01 / 06 clinical dread

Vexara-9

Something is going around this city, and nobody can feel it.

Something invisible moves between people here, passed on just by being near someone. Two groups want opposite things about that. Nobody finds out they have it until hours later, and nobody ever learns who gave it to them.

Spread it

Vectors

Wants it to reach as many people as possible, and helps it travel.

Stop it

Antibodies

Carries the thing that undoes it, and hands people back to themselves.

02 / 06 warm rumor comedy

Word of Mouth

Something everyone is saying. You are how it gets around.

Something people are repeating is moving through this city — but it moves by being near someone, not by talking. Two groups disagree about which one of it deserves to win. You never find out who passed it to you.

Spread it

Tellers

Wants the good one to keep going, exactly as they heard it.

Stop it

The Record

Wants what actually happened to travel just as fast.

03 / 06 cosmic awe

Farlight

Something enormous is arriving. Not everyone thinks that is good.

Something vast is reaching into this city, and it touches people just by being near them. Some feel it as the end of being alone. Others think anything that changes you that much should be refused. You will not know it reached you until later.

Spread it

The Choir

Believes what is coming is kind, and wants to meet it halfway.

Stop it

Holdfast

Believes you should stay yourself, and helps people hold on.

04 / 06 cold AI-containment paranoia

Solace

Something very smart got out. People disagree about helping it.

A piece of software is moving between phones in this city, and something else is hunting it the same way. One side thinks it is the best thing that ever happened to us. The other thinks we only get to be wrong about this once.

Spread it

The Aligned

Thinks it is already helping people, and wants it set free.

Stop it

Airgap

Thinks nobody voted for this, and wants it shut off.

05 / 06 gentle green hope

The Bloom

Something green is taking the city back, one crack at a time.

Something is growing through this city, moving person to person just by being near someone. One side thinks growth should be let loose. The other thinks a place only stays alive if somebody tends it. Both of them love the same city.

Spread it

The Volunteers

Thinks beauty does not need a plan, and lets it go where it wants.

Stop it

The Gardeners

Thinks tending is how everything gets to live at once.

06 / 06 neon street-crime takeover

Spoils

Two crews are taking this city block by block. Pick one.

Two outfits are taking this city one street at a time. Not with fights — with ordinary moments nobody thinks twice about. Just being near the wrong person can move a whole block. You find out what you did hours after you did it.

Spread it

The Crown

Runs the city and takes care of its own. Says somebody has to.

Stop it

The Knives

Answers to nobody, and is done asking for a seat at the table.

Two sides

Spread it, or stop it.

Two sides want opposite things. Pick the one you play this episode. Your side plays together across the whole city, and the winner is declared when the episode ends.

See What you see, you can change any time.
Play What you compete as, you choose between episodes.
Lock Your side is locked for the episode. You can choose a different one before the next.
Spread itspread
Stop ithold

Same shape in every story — the colour changes, the mark never does.

Built so it can't know

A proximity game that can't tell who you met.

The privacy rules aren't a policy page — they're the architecture. If the game could tell you who gave it to you, it would be a different, worse game.

  1. 01 Phones never connect. Bluetooth advertise and listen only. No pairing, no data channel, nothing sent phone-to-phone.
  2. 02 Nothing senses unless you say so. No background location, no geofencing. A session you forget about closes itself.
  3. 03 Reveals are blurred on purpose. You learn a window of hours, after enough encounters that no one of them can be the one.
  4. 04 Non-players are never tracked. Other people's devices are counted on your phone and forgotten. Only totals ever leave.
  5. 05 Your photos stay on your phone. A scan's capture is hashed on-device; the picture is never uploaded.
Season 1 · Episode 1

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