A city bolted together from a hundred ruins
The bombs did not end the world. They just rearranged it. Boomstick City is what people built out of the pieces, and it is very much still open.
Nobody planned Boomstick City. It accreted. A mall here, a hospital wing there, a freeway folded back on itself and squatted in. People moved in, hung a door, and called it home. Then their neighbors did the same, one wall over, and the wall after that.
What holds it together is not law. It is scrap, favors, and the shared understanding that the person next to you might have a boomstick too. The city runs on Volts scavenged from anything that still holds a charge, and it runs on the four crews that keep the lights on, the noise up, the doors open, and the sumps glowing.
The fighting is not about ending anyone. It is about ground. A block, a corner, a stash somebody stopped guarding. Take enough of it and the city is, for a while, yours. Then someone comes to take it back. That is the whole game, and it is a surprisingly good time.
The four crews
The Scrapwrights keep the lights on and never throw anything away. The Powderkeg crew keeps the noise up and sends an invoice. The Hearth settlers keep the doors open and the soup hot. And the Glow, out in the sumps, keep to themselves, mostly, and improve. Read each one on the factions page.
The six districts
Every match drops you somewhere in the city. Here is where.
The Drowned Mall
WaterloggedA retail cathedral three feet underwater. The escalators still try.
The Powderkeg Yards
Chain ReactionFreight, fuel, and bad ideas, stacked to the ceiling. No smoking. Everyone smokes.
The Hospital Wing
TriageStill smells like disinfectant and old panic. The good beds are taken.
The Overpass Squats
CrampedA city stacked in the ribs of a dead freeway. Mind your elbows.
The Glow Sumps
Irradiated ZoneWhere the runoff pools and the runoff glows. The locals are fine. They insist.
The Gate
Itchy Trigger FingerThe only way in, watched by people who would rather it were the only way out.