A crime-soaked city where five syndicates carve up territory, money, and bodies. You arrived with nothing. That's about to change.

Port Sterling started as a trading post — a deep-water harbor built by colonial money and colonial ambition. For two centuries the Sterling families ran everything: the port authority, the courts, the banks, every cargo manifest that crossed the docks. Legitimate business on top. Everything else underneath.
When the colony declared independence, the Sterlings didn't leave. They just stopped pretending to follow the law. Within a generation, Port Sterling became the city where every deal was dirty and every handshake came with a price.
Port Sterling is carved into five boroughs, each controlled by a different syndicate. The Brass run the financial district — laundering through shell corporations and legitimate-looking storefronts. The Redd Krew hold the docks and the drug trade, moving product on every cargo ship that enters the harbor.
Los Motores own the street racing circuit and the chop shops — if it has an engine, they've stolen it, stripped it, or raced it. The Garrison — ex-military mercs — control the industrial zone with military discipline and surplus hardware. And The Unseen operate from the old colonial quarter, dealing in information, blackmail, and disappearances.
Nobody controls all five. Everyone wants to.
Two hundred years of transactions. Names, dates, amounts — every bribe, every payoff, every body buried under a construction site. The Sterling Ledger is a handwritten book that supposedly documents every illegal deal the founding families ever made. And every deal that came after.
If the Ledger surfaces, every syndicate falls. Every politician burns. Every cop on a payroll gets named. Three people have claimed to have it. All three are dead.
You arrived in Port Sterling with nothing. No crew. No name. No territory. Just a car you can barely afford and a reputation that doesn't exist yet.
The boroughs are carved up, but the lines are shifting. Racing for Los Motores. Smuggling for the Redd Krew. Heists for The Brass. Wetwork for The Unseen. Or go solo, build your own crew, and take territory by force.
Everybody in Port Sterling started with nothing. The ones who made it didn't play nice.
Every edition unlocks ALL five universes. One purchase — every world.
Every paid edition unlocks ALL 5 universes — RiftVerse, ZOM, DarkMagic, Autropolis, and SpacePunk. One purchase, every world, all future updates.
Two full levels. No strings, no timer.
10 levels, insider access, help shape the game.
25+ levels. All 5 universes. Every faction, every mission.
Everything plus soundtrack, art book, and behind-the-scenes doc.
Buy rides, weapons, and intel. Grease the right palms. KREDITZ work in every universe.
KREDITZ are earned through gameplay and optionally purchasable. Core gameplay is never gated behind currency.
Production credits for the .builders ecosystem. 1% = $1 USD. Build games, films, and audiobooks.
BATTERY credits power the .builders tools. 1% = $1 USD. Works across vidgame.builders, film.builders, and audiobook.builders.
Five syndicates. Five boroughs. A city that runs on bribes, bullets, and blackmail.
Muscle cars, imports, exotics, trucks. Race them, steal them, strip them, sell them. Los Motores wants them all.
The Brass. Redd Krew. Los Motores. The Garrison. The Unseen. Pick a side — or make enemies of them all.
Claim blocks, businesses, and safe houses. Hold territory to earn income. Lose it and start over.
Illegal circuits through the boroughs. Win cars, reputation, and Los Motores' attention. Lose and you walk home.
Plan multi-step heists, run contraband through checkpoints, crack safes. Every job has a crew requirement and a risk level.
200 years of secrets. Every name, every deal, every body. Find it and you own the city. If it doesn't find you first.
Design boroughs, place syndicates, script heists, and publish.
Be the first to know when the Autropolis Level Builder opens. Design city blocks, racing circuits, and crime storylines — all inside the Autropolis universe.