Persistent neighborhood strategy · Desktop and mobile web
Build your name. Run your block.
One shared persistent world. Build your crew, run your businesses, keep your rides, and fight rivals to decide your standing.
- One shared world
- No daily action limits
- Crews and businesses
- Opt-in encounters

How it plays
In development. What follows is the design we are building.
A night on the block
No daily action limits. You play at any hour, and what you own, what you owe and who you crossed decide what you can sustain.
- 01
Check in
See what happened while you were away.
- 02
Count up
Condition, equipment, cash, and what you have promised.
- 03
Read the street
Scan the opportunities near you.
- 04
Move
Run a job or trade with another player.
- 05
Back the crew
Put work into a crew objective.
- 06
Cover yourself
Plan recovery, and plan for what can happen while you are gone.
The systems
Eight systems. One street economy.
Every choice lands somewhere else. That is the whole game.
- Character01/08
You decide
Which skills, contacts and specialties you build.
It lands on
Your role in jobs, encounters, businesses and crews.
- Businesses and trade02/08
You decide
What you stock, repair, move and price.
It lands on
What the block can buy, who trusts you, and work for other players.
- Neighborhoods03/08
You decide
Where you operate and which local projects you back.
It lands on
Access, demand, district events and influence.
- Vehicles and equipment04/08
You decide
Which build suits the route, the job or the rival.
It lands on
Costs, performance, how visible you are, and your crew role.
- Encounters05/08
You decide
Negotiate, compete, fight, withdraw or take the loss.
It lands on
Injuries, reputation, heat, and new story branches.
- Crews and factions06/08
You decide
Whom you trust, recruit, supply and rival.
It lands on
Shared operations, infrastructure and neighborhood standing.
- Relationships07/08
You decide
Which promises you keep and where your loyalty sits.
It lands on
Contacts, missions, and the doors they open or close.
- Time and recovery08/08
You decide
How you spend your effort and prepare for tomorrow.
It lands on
Your pace, and your protection while you are away.
Ripple effect
How one meet moves a district
This is how the game is designed to play.
Someone organizes a car meet. Nearby businesses post orders for supplies, repairs and entertainment.
Another player builds a cheap car for the event and hires a specialist to tune it.
A crew runs the delivery: the short exposed route, or the long quiet one. The weather makes cheaper tires the smart call.
The result moves shop stock and the supplier's trust. The meet moves district reputation and demand. Loud behavior draws heat.
Rivals compete for the contracts, race, negotiate sponsorship, or step into a contested encounter. A loss means a recovery decision. A win does not settle the whole neighborhood.
Vehicles and equipment
Your ride is a statement and a bill
Every car costs to run. Every build trades something for something.
In the build
Prism Show Coupe
Bright style, modest power, lower running costs.
In the build
Slide Drift Coupe
Quick handling, higher fuel demand, limited cargo.
In the build
Boulevard Lowrider
A classic lowrider with large cargo and slower handling.
In the build
Regent Executive
Efficient executive travel, higher service costs.
Fair tiersGear comes in balanced tiers in every category. A lower-tier player can own higher-tier gear, and a tier gap alone never decides the outcome.

Character
Built by what you do
Skills grow through challenge and actual work. Fatigue and costs apply.
- STR
- DEX
- CON
- INT
- WIS
- CHA
- Driving
- Mechanics
- Negotiation
- Streetcraft
- Tactics
- Organization
- Condition
- Health, fatigue and stress, each with its own way back.
- Reputation
- Trust with contacts and factions, recognition in your disciplines, standing in each neighborhood.
- Heat
- Heat is temporary attention your risky moves draw. It is separate from your reputation, and you can wait it out.

Encounters
Every fight is a choice
- Negotiate.
- Compete.
- Fight.
- Withdraw.
- Take the loss.
Encounters are opt-in and resolve round by round. Outcomes carry injuries, reputation and heat. Losses are recoverable.

The world
Real pavement, one persistent world
From Atlanta avenues to Los Angeles strips, every neighborhood is designed to connect in one continuous world. Real geography, fictional businesses.
The current build already runs on real Atlanta street geometry, starting with English Avenue.

A crew is a business with loyalty
- A shared treasury, roles that set who controls money, invites and operations, a clubhouse, and a public history.
- Joint jobs need a driver, a mechanic, an organizer, a negotiator or a lookout. Everyone sees their share and their exposure before they commit.
- Solo players can take paid crew work without joining.
Run operations, not errands
- Work for, lease, or run fictional businesses at real sites: a garage, a diner, a stereo shop, a delivery depot, a venue.
- Every shop has finite stock, operating costs, its own reputation and a specialty. Hired help costs wages. Hiring help creates no endless passive profit.
- Contracts hold payment and materials in escrow. Completion pays out; a cancellation follows the stated refund terms.
Long game
What you are building toward
- A respected workshop
- A delivery operation
- A distinctive vehicle collection
- Trusted neighborhood contacts
- A strong crew
- Event titles
- A profitable storefront
Success is measured in more than one way. Each discipline has its own standing.
What persists
The world keeps running
- Trade. Every contract made with another player stands until settled, paid, or breached.
- Crews. Your clubhouse, treasury, and chain of command stay standing whether you are logged in or not.
- Tiered vehicles and equipment. A lower-tier player can hold higher-tier gear, and the tier gap alone does not decide the encounter.
- Recovery and upkeep. Ongoing overhead replaces energy meters; protect your cash flow to sustain your enterprise.
- Persistent outcomes. Contacts remember your loyalty, neighborhoods track your stature, and heat follows loud behavior.
Heritage
Born on the BBS
- 1994
Death by Adrenaline, a BBS door game by Tony Street of TPH Software. You drove between city locations and built money, popularity and experience.
- Now
DBA2030: a new game built on that foundation, with deeper systems and a modern interface.
C:\DOORS\DBA> TYPE HIST.HLP
You are a new guy on the strip who is trying to rise up in the ranks of cruisers and hopefully be right up there with the guys who started it all.
Status
In development.
Desktop and mobile web.
Track the build and connect with future crew leaders.
- Discord soon
- Instagram soon
- TikTok soon
- YouTube soon
- X soon