

OTG is a 30-player multiplayer sandbox set in a strange, isolated Vermont town where almost everything is physical, everyone has something to hide, and there's no telling what you'll do next.
Overview
OTG is a 30-player multiplayer sandbox set in a strange, isolated Vermont town where almost everything is physical, everyone has something to hide, and there's no telling what you'll do next.
Description
OTG is a 30-player multiplayer sandbox set in a strange, isolated Vermont town where almost everything is physical, everyone has something to hide, and there's no telling what you'll do next.
You came to this town for a reason.
So did everyone else.
OTG is a multiplayer sandbox about people, places, and the stories that happen when nobody tells you what to do.
Set in an isolated Vermont town in the early 2000s, OTG gives you a home, a small amount of money, and a world full of things to discover.
Every player has their own house, stop others from getting into it. lay traps, barricade doors. Or just knock anyone out who comes close to your house.
Learn people's routines, break their defences, outsmart them. Locked door? find another way in, Barricaded window? Bring a crowbar.
With up to 30 players sharing the same world, you never know what another person is going to do.
Locks, keys, barricades, electrical systems, cameras and the layout of your house all matter.
Trust someone?
That doesn't magically make your locked doors disappear.
Give them access to a room.
Give them a key.
Let them use your storage.
Or give them absolutely nothing.
You decide who gets access to what.
And if someone gets inside anyway, you'll have to deal with them yourself.
Day turns to night, weather changes, storms roll through, rain can hide footsteps, thunder can cover noise, darkness changes how people move through town. the world isn't built around isolated missions.
A strange, isolated early-2000s Vermont town
Fully physical objects throughout the world
Persistent object and world state
Your own customizable player house
Freely move, steal, sell, use and destroy objects
Player-driven robbery and heists
Physical locks, keys, barricades and security systems
Electrical systems and power outages
Day/night cycle and dynamic weather
Proximity voice communication
Physical radios for communication
Abandoned buildings and hidden places to discover
An economy built around discovering what things are actually worth
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