How to Play

Live inside a small digital city.

You arrive in Pons City with a basic apartment, a little City Cash and no reputation. The Gym, Bar and Casino are real locations inside one connected world — walk to them, walk into them, and play their missions standing in the room.

Controls

W A S D
Walk through Pons City
Shift
Sprint
Mouse drag / ← →
Turn the camera
Mouse wheel
Zoom in and out
E
Open a door, talk to a citizen, use a station
Tab
Show or hide the leaderboard
C
Focus the live chat
Esc
Pause menu
Space
Lock a rep, throw a dart, draw at the Casino
1 – 8
Pick a weight, a drink, a line, a lane
← / →
Guard and counter, in the sparring ring
Esc at a table
Fold the hand and stand up
F3
Performance overlay — fps, frame time, draw calls
M
Open the claim record once all three Marks are held

The three venues

The Gym

Discipline

Six things to train at and an open competition to enter. Hit the power window — perfect reps sit in the middle third and count double. Six missions, and the Discipline Mark is the sixth.

The Bar

Connection

Six things to do and a room full of people who remember you. Pour the order, read the mood, take the stage. Six missions, and the Connection Mark is the sixth.

The Casino

Risk

Seven games on a real floor, from the slot wall to a sit-and-go. Six missions, and the Risk Mark is the sixth.

Inside the venues

Walking in

Every venue is a room you enter, not a menu you open. Press E at the beacon and the door takes you inside.

The host

Coach Brava, Sera and The Dealer stand in their own rooms. Talking to one of them opens that venue’s mission list.

The station

Everything is played where it happens — the bench press, behind the counter, at the felt. The camera dollies in and the controls dock to the bottom of the screen.

The room keeps going

Citizens keep moving, lights keep pulsing and the chat keeps scrolling while you play. Only you are held still.

Walking out

Press E at the interior door and you step back onto the street, outside the door you came in by.

The Gym

Six things to train at, all reached the same way: walk up, press E. Free play pays City Cash and nothing else — Strength comes from missions and from the open competition.

Bench press

no gate

The power window, with a weight to pick. Heavier plates narrow the window and pay more.

The ladder

Strength 12

The bar loads heavier every lift and one failure ends the set. Rack it while you are ahead — this is the Gym’s press-your-luck.

The circuit

no gate

Four stations, one clock, and the clock keeps running while you walk between them.

Heavy bag

no gate

A combo is called, then you throw it on the beat. Miss the rhythm and the chain drops.

Rowing machine

no gate

Hold the rate the coach calls. Drift out of the band and the split time collapses.

Sparring ring

Strength 18

They telegraph, you guard or counter. The tells are fixed and personality-specific — learn them and you stop getting caught.

The open

Strength 20

An entry fee in City Cash, a field of eight and a purse for the top three. The board rotates on a fixed schedule.

The Bar

Six things to do, and the people are the point. Talking well raises your standing with somebody; standing is what makes them ask you for a favour; doing a favour is how you meet the next person. Nobody in this city is reachable from the street alone — you are introduced, or you never meet them.

Behind the counter

no gate

Watch the order, remember the order, pour the order. A clean shift tips better.

Any seat

no gate

Talk. Read their mood off their posture, pick the right register, build standing. Wrong register costs you.

The stage

no gate

Four lanes, one house set. Accuracy pays and the streak pays more.

Dartboard

no gate

501 down against somebody who plays here often. Lock the bed, then lock the depth.

Pool table

no gate

Angle and power, best of three frames.

Running the floor

Social 24

Seat them, take the order, run the drinks, clear the table. Four things are due at once and you can only be in one place.

A favour left hanging goes quiet and the person cools off — temporarily, always. Walk back over, talk to them, and it is on the table again. There is no door in Pons City you can close on yourself. Your standing with everybody is in the pause menu under Standing, and it goes on the claim record.

The Casino floor

The floor is a real casino, not a menu of minigames. Walk up to a table, press E, agree a buy-in and sit down. The camera dollies to your seat, the controls dock to the bottom of the screen, and the cards, chips and reels are all really there in front of you. Press Escape to fold and stand up.

Slot wall

no gate

Three cabinets, five reels, ten fixed lines. Each one prints its real return to player on the marquee — 94 to 95 percent, computed from the reels themselves.

Casino War

no gate

One card each. A tie asks the only question in the game: surrender half, or match your bet and go to war.

Video poker

no gate

Jacks or Better, nine-six. Five coins unlocks the royal bonus, which is the only reason to play five.

Blackjack

Nerve 10

Six-deck shoe, dealer stands on soft seventeen, blackjack pays three to two. Split to four hands, double after split.

Three card poker

Nerve 20

Ante and play, with Pair Plus on the side. The dealer needs queen high to play their hand.

Baccarat

Nerve 20

Punto banco with the full third-card table. Banker wins pay after five percent commission, and the big road on the wall tracks the shoe.

Hold'em

Nerve 30

Six-max no-limit. Blinds, a moving button, side pots and a showdown — against six opponents who each play their own way.

The private room

Nerve 45

High-limit blackjack and the final table. The rope comes down when the floor decides you belong on the other side of it.

Table limits rise with Nerve, so the floor grows as you earn it. Free play moves City Cash and nothing else — no attributes, no reputation, no Marks — in every venue, and each room closes you out once you are far enough ahead for one night: the cage colours you up, the coach sends you home, the Bar calls last orders.

Spending City Cash

The Gym has an equipment counter and the Bar has a cosmetics machine. Equipment helps in the Gym and the Bar by at most eight percent — a slightly wider window, a little more grace on a combo — and nothing you buy anywhere touches a Casino outcome, a paytable, a shuffle or an opponent’s decision. Some pins are not for sale at all; they are given, and only to somebody who earned them.

Progression

Strength, Social and Nerve come from their own venues. Reputation connects everything, and it rewards a complete life — a player who only lifts will still be turned away from the rooms that matter. City Cash comes from missions and from notes lying around the streets; it is separate from the token entirely.

The three Marks and the claim

Finishing a venue storyline awards its Mark. Holding all three unlocks The Pons Run — one sequence from the Gym, through the streets, into the Bar and ending at the Casino. Completing it generates a completion record, and that record unlocks the token claim. Marks cannot be bought, and owning tokens never improves Casino odds or Strength.

Concept build. No transaction is ever sent, and the Casino uses game credits only.