One life. One city. Several bad decisions.
The first real version already had the argument at the centre of Hard Block Life: the city should not be scenery. Roads, walls, trees and ground should be material. Crime should create heat. Getting home alive should matter more than the robbery.
Early police strategy was essentially “run at the problem.” It was a start.
What actually shipped
- A breakable voxel city that doubles as shelter and inventory.
- Mining, building, lairs, stashes and a one-life crime run.
- Shops, stolen vehicles, police heat and score banked on escape.
- Shared seeded rooms for 2–8 people making coordinated mistakes.