⚡

Blackout City

The grid is dying. You decide who keeps the lights.

Loading… 0%
🌙 1/7
⚡ 90 MW
🏙 82
⚠ 8
🔧 1
Committed load
0 / 90 MW
Assign every spare megawatt — unused power bleeds into the dead grid.
Night order — pick one

Night 1

The city holds its breath. Feeders click. Something always breaks.

Morning report

Paused

Feeder trip

A south loop is cooking. Dump 8 MW off a live district.

Civic

Stable
🌙
0
Nights held
⭐
0
Score
🏙
0
Final stability
⚠
0
Peak unrest
✚
0
Casualties
⚡
0
Events faced

How to Play

The job

Each evening you split a shrinking grid across Civic, Harbor, Rail and Blocks. Districts are linked: a dark Rail starves Harbor ambulances and Docks salvage. Dark Civic leaks into the Blocks. The % live number is what the city actually feels.

Forecasts and night orders

The first note is sealed. Open it, or sit blind for a score bonus. A second note costs stability — and on Mayor, Blackout and Ice Week it can be a rumor. Each night you are offered three orders from a larger pool. Some only appear after Pier Road burns or Docks unlock.

The night dump

After the first incident a feeder trips. You must pull 8 MW off a live district before the rest of the night writes itself. Hold Harbor blocks that steal.

The hangover

One line crew. If two splices land at dawn, the smaller job waits and unrest ticks. Ice Week adds Blocks demand that never comes down.

Desks

Dispatcher is the standard watch. Mayor is tighter. Blackout lasts eight nights. Ice Week is a different rule, not just fewer megawatts. Wins unlock +4 MW at start, a Hold the line preset, and Harbor Docks.

Win and lose

Hold until the relief convoy. The run ends if stability hits 0, unrest maxes out, or casualties pass the desk’s limit.

Settings

Music
Sound effects
Progress