City of Consequences is a crime-strategy simulation set in 1980s and 90s Baltimore. You run a corner, build a crew, and push for control of a city where every block carries heat, pressure, and a faction's grip. The world keeps the ledger: every dollar and every move leaves a consequence.
The hook I'm building toward is the gap between who you say you are and who your choices make you. You declare an aspiration — the Connect, the Robin Hood, the Ghost, the General — and the game measures your actual behavior against it. It's for strategy players who liked Empire of Sin or Schedule I but wanted the world to remember what they did.
Right now it's a prototype. This month I'm running a short playtest to answer one question: does the core loop hold together end to end? Follow progress at carrington.cool.