// INCOMING SIGNAL — CARRIER DETECTED
Early Access — The Grid Is Live

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.

CARRIER DETECTED — JOCKEYS ON THE WIRE
◈ JACK IN ◈ LEARN MORE
▼ SCROLL ▼

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.

access // PROBATIONARY
CURRENT: THE WIRE
THE WIRE · MAIL RELAY
THE WIRE
Mesh-wide communications relay. Message routing, encrypted inbox access, faction broadcasts. Factions use it but none claim it.
MAIL COMMUNICATIONS MONITORED
ACTIVE CONFLICTS ·
VAULT
CIVIC
ASSEMBLY
KESSLER
CONTACTS PRESENT ·
Open Node
organizer
TALK
CONNECT
CITY FEED
THE WIRE // signal traffic on the wire — check your inbox VAULT // archive routes staying quiet KESSLER-DYNACODE // daemon cycle paused — sensor blind spot window THE ASSEMBLY // sensor grid cycling for scheduled maintenance NETWORK // district chatter filtered — local mesh active
BAUD: NO CARRIER — overworld network map showing territorial grid, faction zones, and intel panel

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.

  Social Hub
  Faction HQ
·  Relay Node
  Your Position
// SIGNAL PENDING
PLAYTHROUGH — COMING SOON
recording in progress
01
Stage

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.

02
Navigate the Graph

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.

03
Roll Against ICE

Sentinels block edges. Encounters: break, evade, spoof, ghost. Partial rolls build suspicion. Failures raise alert. Alert amplifies noise. Tension compounds.

04
Outrun the Hunter

A Hunter daemon spawns and tracks you through the graph. Same-node contact forces a breach with no retreat. Extract before it closes.

05
Live With It

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.

HQ INFILTRATION // VAULT ARCHIVE
NODE 07 / 14 ALERT LOW HUNTER TRACKING — 2 NODES OUT NOISE ████░░░░ 48% DICE 3 remaining   ICE WATCHDOG — path blocked   > BREAK  > EVADE  > GHOST  > ABORT   waiting for input
▓▓▓░░
Browser Terminal

Amber phosphor BBS terminal rendered in the browser. VT323 font, phosphor glow, CRT scanlines. No client, no download.

◈ ─ ◈ ─ ◈
Procedural HQ Graph

Every HQ is a generated node graph. Topology, ICE placement, and objective position shift each run.

⬡ ⬡ ⬡ ⬡
Dice Against ICE

Encounter resolution through a four-action matrix. Partial rolls build suspicion. Suspicion compounds alert. Alert amplifies noise.

⬟ → → →
Pursuing Hunter

A Hunter daemon tracks your movement through the graph. Faction-specific behavior, resists certain countermeasures. It does not stop.

░░▒▒▓▓██
Spatial Noise

Every move propagates a noise radius. Alert level amplifies it. ICE in range activates. Movement has cost.

▲ ↺ ↺ ▲
Four Factions

Structural opposition between four peers. Standing with one changes what the others do to you inside a run.

VAULT // signal dim
City Feed

Faction-flavored ambient signal traffic in the intel panel. District pressure, world events, crew incidents. The city talks.

[ KENSEI ] ──▶
Structured Onboarding

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.

THE VAULT
ARCHIVE ROUTES — COLD STORAGE

Runs the money. Fog-of-war HQ — nodes stay dark until you reach them. Archive watchers move off-record when heat climbs.

THE ASSEMBLY
RELAY MESH — LABOR COLLECTIVE

Surface layer: organized labor. Underneath: something coordinating. Relay traffic absorbs noise differently than the others.

CIVIC AUTHORITY
WARD SWEEPS — SUSPICION MODE

Runs the wardens. No ICE — suspicion accumulates instead of alert. Ward sweeps widen when heat climbs. You don't fight wardens. You avoid them.

KESSLER-DYNACODE
DEEP NETWORK — AUTOMATED SWEEP

Runs the deep network. Hunters resist countermeasures. Automated sweep logs intrusion signatures. The pipeline is nominal until it isn't.

// WIRE MESSAGE — FROM: GHOST — ENCRYPTION: ACTIVE

You came up on the wire. New face.

You're on probationary access. The city's gated until you prove you can operate. Right now: The Wire and Kakurega.

Kakurega runs sanctioned jobs — low noise, structured entry points. Stage there and complete a run. The city opens up on a clean disconnect.

Jackpoint, the Sprawl, Vault, Civic — all on the other side of that gate. One run to earn it.

Keep your head down.

— GHOST

Web Terminal

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 ◈
access // WIRE WALK
CURRENT: KENSEI
KENSEI · TRAINING HUB
KENSEI
Sanctioned training facility. Four-lesson arc before city access. Loadout services available. Heat scrub on request.
TRAINING STAGING NEUTRAL
CONTACTS PRESENT ·
Sensei
training instructor
TALK
CONNECT
CITY FEED
THE ASSEMBLY // ◆ relay index has an unsecured access point CIVIC // wardens running checks on the public lanes VAULT // archive routes staying quiet NETWORK // district chatter filtered — local mesh active
// CARRIER SIGNAL STRONG
The line dropped.
We never left.

Cut a handle into the wire. Make your first run. Come back tomorrow.