Wiki · Systems

Wiki Everyday play · maps · comfort

How to make yourself at home

The city has complicated history. Everyday play should be easier to understand. These guides explain the actions, signs, and systems you will encounter as you explore.

Systems reference

Mood & health

Mood sits in the HUD attribute stack and drifts with how livable a room feels — floor overlays, comfort furniture, and wall cladding all feed living quality. The mood bar is a soft read of the space you are in, not a combat meter.

Health stacks under mood as segmented hit points (max 100). A security laser zap drains 10% of max HP with singe and smoke feedback. At 0 HP you take a soft stun — movement and jump are gated until you recover. Stamina and magic are not in the live HUD yet.

Harvest / security

The wrench harvest channel can dismantle some placed parts into Pack scrap (see Building & decorating and Items & inventory). In public watched rooms, facility security may interrupt harvest with a laser — SFX, singe, smoke, and HP drain. Your own apartments are safe for harvest.

If a harvest action leaves you stuck, play offers an unstuck restore path so you can clear the lock and keep walking.

Windows · day / night

Exterior windows follow a local-clock day phase — dawn, day, dusk, and night. Glass tint and inward light spill shift with the phase so rooms feel different across the day. Party-wall and interior windows stay pale glass; they do not run the exterior day cycle.

Day phase is driven from the client’s local clock. A shared world-clock timezone lock is not required for play today.

Elevators

Elevators are a spatial room type: a cab URL linked by flush-abut doors to landings on each Floor they serve. Soft cab occupancy (about four peers) shows “Cab busy — waiting…” and retries boarding when space opens.

While a car is in transit, boarding and keypad re-clicks wait with an in-transit toast instead of fighting the moving cab. Use elevators for vertical travel between stacked floors on the same land.

Floors & stairwells

Floor is the player-facing height label — Floor 1 is ground. On multi-floor land, the active-floor switcher (▲▼) moves you between stacked floors that share the same building footprint.

Stairwells link floors when you want a walkable vertical path instead of (or in addition to) an elevator. Multi-floor buildings stack levels above the same footprint — see Rooms, floors & maps.

Ceiling fixtures

In Design mode, Ceiling contour highlights the ceiling so you can aim fixtures. Choose Overhead, Pendant, Flush, or Sconce, then click the ceiling to place.

Esc or right-click cancels placement. Ceiling fixtures are Design-mode placeables, not Pack tools — see Building & decorating.

Micro-avatar

A micro-avatar is a tiny front-walker portrait captured from your active character. Successful uploads attach to that character and show on Account and your public /@handle profile beside the larger directory photo.

If you are offline or an upload fails, the capture queues locally and retries when you are back online. Profile photo and micro-avatar are separate images.

Presence & accounts

Your Arcology Project account works on this site and in play on arco.host. Prefer one login account with multiple in-game characters — roster of up to three characters under Account / Enter.

Play uses a single-presence session soft-lock: one active play session per account keeps characters from being driven from two places at once. Log in from the site nav or Enter, then open Story or a sandbox world on arco.host.

Player housing & Yellow Pages

In-game list for sale can opt in to publish a unit on the website Player housing board. Listing is never an automatic dump of every apartment — owners choose what appears publicly. Purchases are not available yet.

Yellow Pages is the themed business directory (shops, services, food, workshops, facility). Cards and Visit links hand you into play rooms on arco.host after sign-in. Player shops expand as owners publish listings.

Room names in your browser tab

When you enter a room, play may update the browser tab title from the apartment or room name, a door-sign note, or a simple default. That keeps tabs readable when you wander Concordia.

Those in-game tab labels are for you while you play — they are not how the public website is indexed. The wiki and other pages on this domain remain the public reference.

Deeper guides will appear as more play surfaces open.