

No classes. No pay-to-win. Just you, a terminal, and an internet full of other players. Infiltrate their networks, build your own, and form a collective, knowing any ally could be the leak. A persistent cyberwar strategy game where trust is a mechanic and every server ends in Netfall.
Overview
No classes. No pay-to-win. Just you, a terminal, and an internet full of other players. Infiltrate their networks, build your own, and form a collective, knowing any ally could be the leak. A persistent cyberwar strategy game where trust is a mechanic and every server ends in Netfall.
Description
AS//0 is not a hacking sim. It’s a PvP strategy game that mimics hacking. You need zero prior knowledge to play. Anyone can learn the commands in 15 minutes - but problem solving, pattern recognition, and strategy are what turn a Lamer thief into a legendary Ghost.
AS//0 is a persistent multiplayer cyberwar strategy game where networks are territory, information is power, and the players create the war.
You begin with a single network and very little knowledge of the world around you. Scan unknown addresses. Map the network around you. Infiltrate hostile systems. Steal resources. Build new infrastructure. Expand into other nations. Form collectives, trade intelligence, defend your territory, and decide who you can trust.
There are no character classes and no hidden combat bonuses. Your power is what you have learned, remembered, and actually built: your networks, infrastructure, exploits, routes, resources, knowledge, and the people willing to stand beside you.

Every server is its own persistent digital world.
You are not handed a complete map. IP addresses must be discovered and investigated, and knowing an address does not necessarily tell you who—or what—is behind it.
Useful intelligence can be shared, traded, hidden, stolen, or deliberately falsified.

Your network is your character.
Expand it from a small Host and Firewall into a specialized infrastructure of storage, trace systems, alarms, ICE, monitoring, defenses, crafting systems, VPNs, web servers, gateways, and more.
Eventually, one network becomes several.
Every new system gives you more capability - and gives your enemies something else to discover, attack, steal, or capture.

Break through firewalls and move layer by layer through hostile infrastructure while an active trace works to identify you. During every infiltration someone is trying to identify you.
Search filesystems for credentials and metadata. Defeat ICE. Steal resources and exploits. Sabotage infrastructure. Recon deeper layers, attempt to take the network for yourself, or disconnect before the defender learns too much about where you came from.
Every extra action costs time.
Sometimes the smartest hack is knowing when to get out.
Collectives are player-run organizations with actual infrastructure in the game world.
Recruit members. Establish branches in other nations. Pool resources. Operate shared vaults. Coordinate attacks. Monitor territory. Fight over national control. Affect an entire nation with an exploit, route signals around your borders, or lock them down completely.
But collective strength comes with a price: the more information you share with allies, the more information a traitor could someday possess.
Trust is a mechanic whether you like it or not.

Build offensive and defensive exploits, bring them with you on infiltrations, store them inside your networks, transfer them to other players, or steal them directly from somebody else's infrastructure.
No auction house is required to create an economy when players have something valuable and somebody else wants it.


Distance matters.
Signals travel across the world and cross national routers, and you pay for every one you send out. VPN infrastructure can bypass border challenges and make distant operations easier and cheaper, while control of territory can turn entire nations into strategically important parts of the network.
The shortest route is not always the safest one.

Players can publish websites directly inside AS//0.
Use them for recruitment, propaganda, information, guides, threats, or whatever else the server community invents.
Just remember: a public service is also an attack surface.

Networks change hands. Collectives rise and collapse. Nations change control. Exploits move between players. Messages, attacks, betrayals, and alliances create a history unique to that server.
Eventually, Netfall begins.
NPC infrastructure disappears. Collective membership locks. The protections of normal play begin to collapse, and the remaining players and collectives fight over what is left.
Only one collective can emerge victorious.
Build the network. Learn the world. Trust carefully.
Netfall is imminent.



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