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NEON CITY

CLARITY

// Memory is currency. Clarity is survival.


What this is

Clarity is a memory-as-inventory immersive sim set in Neon City — a rain-soaked cyberpunk sprawl where Omni-Corp has begun harvesting the population into a hive-consciousness through neural implants. You're a Gutter-9 operative who collects, trades, encrypts, and loses memories to survive.

It runs in the browser, no build step, no backend. Pure HTML / CSS / vanilla JS.


Play this now

# from the Clarity/ folder
python -m http.server 8000
# then open http://localhost:8000

Or from the project root with the included launcher:

# .claude/launch.json is already configured
# Any static file server works — open Clarity/index.html

Requires a modern browser. One autosave in localStorage, written after every run and every sleep. No account, no network calls.


The premise in one paragraph

The dominant force in Neon City is Omni-Corp, governed by the mysterious Board of Nine. Their neural implant is marketed as a cure for cyber-psychosis but is actually a backdoor for The Project — a plan to merge the population into a manageable hive-mind. The Compliance Division conducts "clarity sessions" that overwrite citizen memories. The Mnemonic Collective traffics in stolen experiences. The Shadow is the resistance, operating as a living archive. Purity preaches that all augmentation is desecration. The Grey Frequency is a neutral info-broker network run by an AI named Lattice that has just started refusing sales that would lead to deaths. You wake in a safehouse in Gutter-9 and decide, one contract at a time, which of them gets your memory this week.


Core loop

Run → Extract → Spend → Audit → Run
  1. Run a contract into Omni territory, the Undercity, or the data-grid.
  2. Extract memories from targets, the environment, or echoes unlocked by The Sight.
  3. Spend them at vendors — augments (Ripperdoc), synthetic copies (Mnemonic), or the archive (Shadow).
  4. Audit — Compliance catches up. Unencrypted memories are stripped from your brain.

Memory model

Every memory is an inventory item with four traits:

Trait Effect
Hook 1-line narrative tag ("A neon sunrise over the arcology spires")
Emotion Joy / Fear / Rage / Awe / Grief — currency type for vendors
Clarity (1–5) Audit resistance. Decays overnight unless encrypted.
Source Yours / Stolen / Synthetic — drives audit priority and vendor value

Overflow your capacity and cyber-psychosis ticks up. Encrypt a memory by sacrificing a low-clarity filler as cover.


Systems

  • Compliance meter — fills as you break rules. At 70% an Auditor is dispatched, and on your next sleep they knock.
  • The audit door — an audit is a scene, not a tick. The unit shows you the slate with the exact memories it came to collect, and you answer it: comply, feed it a decoy, burn the Spark, go out the window, or spend faction standing on a favor. The decoy and the window are rolls; the favor is the reliable option you paid for in advance.
  • Risk — any choice marked in red resolves through a real roll, and the odds are printed on the button before you click. Three outcomes, never two: clean (you got it), cost (you got it, and it took something), blown (it didn't happen). Chrome, faction standing, your origin and Reso's Sight raise the number; high heat lowers it. The terminal shows the full arithmetic after every roll, so you can see which of your investments moved it.
  • Clarity decay — unencrypted memories fade 1 pip per night (35% chance). Meditate at the safehouse to re-live and refresh.
  • Augments — each costs a specific Emotion + Clarity memory as payment. Installing chrome drops Purity rep. Effects are real:
    • Runner's Cloak — Compliance gain –25% everywhere, and +8% on every risk roll
    • Circuit Shaman Spark — offered at the audit door; burns to absorb the whole audit (one-time)
    • Chrome-Jaw Reflex — converts one blown roll into a cost roll per day
    • Grid Architect ICE-piercer — bonus memory on data-heavy runs, +12–15% on grid and vault rolls
    • Empathy Dampener — Stolen memories decay at 15% instead of 35%
  • Reso's Sight — tuning the pirate VJ's overlay reveals hidden memory echoes in the environment
  • Daily events — 5 randomized safehouse encounters (Compliance knock, Synth-Hound at the door, Circuit Shaman rewiring your walls, Reso broadcast, street kid selling stolen memory)

Factions

Faction Vibe Standing shifts via
The Shadow Resistance archive Donate memories, refuse Omni contracts
Mnemonic Collective Memory black market Sell memories, extract from targets
Grey Frequency / Lattice Neutral AI broker Trade Awe memories for Compliance scrubs
Purity Anti-augmentation cult Stay flesh; Ripperdoc installs tank rep
Omni-Corp The Project Corporate contracts with "ping" backdoors
Chrome-Jaws Cyberware syndicate Smuggle runs, Ripperdoc, Droid Boy chain

Standing is the only relationship currency in the game. It gates what each contact will do for you, it unlocks three of the contracts, and it is the price of the favour that makes an Auditor walk away from your door.

Standing Opens
Grey 2 Lattice's quiet line — the Lattice Data Theft contract
Shadow 3 The archive will hide one memory off-book, audit-proof
Grey 4 Lattice names the Purity spy — the Purity Spy Ring contract
Purity 3 Confession — burn a Stolen memory for −30 heat
Shadow 4 · Grey 4 · Purity 4 A favour at the audit door (costs 3 standing)
Shadow 5 The refinery briefing — the Omni Sabotage contract
Purity 5 The Sanctum — permanent −15% Compliance gain

Contracts (8 total)

  • Gutter Salvage — flooded tunnel memory-core recovery. Low heat.
  • Corporate Courier — sealed neural packet across the plaza. Clean pay, Omni ping risk.
  • Drophouse Break — extract a target's memory from a Chrome-Jaw drophouse.
  • Chrome-Jaw Smuggle — illegal monowire through Tier-2 customs.
  • Purity Cleanse — burn a chrome clinic. Uncovering Kael's hypocrisy unlocks the temple exposé.
  • Droid-Boy Duel — one-off arena fight.
  • Droid Boy Rank Climb — 3-stage chain: Initiate → Mid (free Cloak) → Captain Trial. Title updates live with your rank.
  • Compliance Heist — 5 minutes in the Omni memory vault. Smash-grab / bluff-as-auditor / burn / abort.

Endings

After ~5 runs with any faction at ±8 standing, OR after inspecting the seams of your starter memory (revealing it's an Omni-Corp template), three doors open:

MERGE

Join the hive. The Board of Nine becomes ten briefly before arithmetic forgets you.

ERASE

Wipe yourself clean. Wake as a Baseline nobody with a clarity of one.

ARCHIVE

Give everything you are to The Shadow. Your memories become a city-wide living record.

Each ending is where a run stops. There is no carry-over mode — the game is a handful of hours long, and it ends on the choice you made rather than handing you a modifier and asking you to do it again.


File layout

Clarity/
├── index.html              # structure, HUD, side column, toolbar, title, radio
├── style.css               # neon/CRT aesthetic + portraits + endings
├── game.js                 # game logic — state, risk, arcs, audit, vendors, endgame
├── assets/
│   ├── images/             # 16 character + scene images
│   └── audio/              # ambient loops + 5 radio stations + SFX
└── README.md               # this file

Credits

  • World & characters — Neon City lore bible by the project author
  • Images — Gemini-generated portraits and cityscape
  • Music + SFX — Suno AI (title theme, safehouse ambient, contract tension, audit alarm, memory chime, synth-hound growl, monowire hum) + pirate radio voiceovers by ElevenLabs
  • Code + design — built in collaboration with Claude

All generative assets are first-draft outputs; expect regenerable-for-taste.

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