Amber phosphor. Ghost trails. Dice against ICE.
One wrong roll from a hard disconnect.
You're not entering a building. You're connecting to a process.
The city is a network. You are unauthorized traffic.
Baud: No Carrier is a BBS-era cyberpunk roguelike. You are a network runner jacking into faction-controlled HQ systems — navigating a procedural graph, rolling dice against ICE, managing alert state, and extracting before a Hunter catches you.
Between runs you move through a dark territorial network map: faction zones, locked nodes, hot contracts, and a living city feed in the intel panel beside the map. You are always moving within a system someone else owns.
Connect from any modern browser. No download. No client. Two visual modes — the overworld grid and the hub terminals — both in the same tab.
The overworld is a territorial network graph. Four faction zones radiate outward from a central district. Nodes are locked until you earn access. Contracts surface on the map. Hot zones pulse.
You move between nodes — staging points, social hubs, HQ targets, relay infrastructure. Your position on the grid is always visible to anyone watching the same channels.
The intel panel beside the map shows the current node's description, active faction conflicts, contacts present, and a live city feed. The city is always running.
Pick a contract at a staging hub. Choose your loadout — breach kit, ghost rig, decoys — within your slot budget. There is no pause once you jack in.
The HQ is a procedural node graph. Moving costs dice charges and raises spatial noise — a radius that alerts nearby ICE. Every path is a tradeoff between speed and exposure.
Sentinels block edges. Encounters: break, evade, spoof, ghost. Partial rolls build suspicion. Failures raise alert. Alert amplifies noise. Tension compounds.
A Hunter daemon spawns and tracks you through the graph. Same-node contact forces a breach with no retreat. Extract before it closes.
Heat persists. A clean run builds rep. A traced retreat tags you going into the next run. Scrub at Kensei, or run hot. The city doesn't forget.
Amber phosphor BBS terminal rendered in the browser. VT323 font, phosphor glow, CRT scanlines. No client, no download.
Every HQ is a generated node graph. Topology, ICE placement, and objective position shift each run.
Encounter resolution through a four-action matrix. Partial rolls build suspicion. Suspicion compounds alert. Alert amplifies noise.
A Hunter daemon tracks your movement through the graph. Faction-specific behavior, resists certain countermeasures. It does not stop.
Every move propagates a noise radius. Alert level amplifies it. ICE in range activates. Movement has cost.
Structural opposition between four peers. Standing with one changes what the others do to you inside a run.
Faction-flavored ambient signal traffic in the intel panel. District pressure, world events, crew incidents. The city talks.
A four-lesson training arc at Kensei before the city opens. Earn network access. The city gates until your first clean run.
Four peer factions control the network. None of them want you in their systems. Standing with one reshapes what the others do to you on the inside.
Runs the money. Fog-of-war HQ — nodes stay dark until you reach them. Archive watchers move off-record when heat climbs.
Surface layer: organized labor. Underneath: something coordinating. Relay traffic absorbs noise differently than the others.
Runs the wardens. No ICE — suspicion accumulates instead of alert. Ward sweeps widen when heat climbs. You don't fight wardens. You avoid them.
Runs the deep network. Hunters resist countermeasures. Automated sweep logs intrusion signatures. The pipeline is nominal until it isn't.
Open the terminal in any modern desktop browser. No download. No account required to look around. Cut a handle into the wire when you're ready to run.
The full overworld map, faction signal feed, HQ infiltration, and the complete social layer — all in the tab.
https://nocarrier.baudgames.com ◈ OPEN TERMINAL ◈Cut a handle into the wire. Make your first run. Come back tomorrow.