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Join the Resistance
The map they don't hand out

Concord, sixty years on

Sixty years ago, the Trust bought what was left of the old governments and called it a rescue. They renamed the city Concord. We never did. One arcology. Four ways to see how it really works.

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Concept art — the Underhold, looking west
Concept — The Underhold, Looking West
Launch Zone
Mega-City Slums
— The Underhold

Home, or what's left of it. The Underhold is what happens when a city builds upward and forgets to build downward, then packs three generations of displaced workers into the gap. It's the Underground's home turf — for now.

— Launch zone: fully playable at v1.0
— Underground safehouses hidden in plain sight
— The resistance quest chain starts here
In Development
Corporate Towers
— The Spire

Glass, steel, and filtered air. The Spire is where the Trust's board lives, works, and forgets the Underhold exists. Every surface is monitored. Every visitor is logged.

— Trust executive district
— Heaviest security in Concord
— Planned post-launch expansion zone
In Development
Industrial Facilities
— The Foundry Belt

The furnaces never go out. The Foundry Belt forges everything Concord depends on — including the machines that keep the Underhold in line.

— Refineries, factories, drone assembly
— Home to Foundry defectors who leak intel
— Planned post-launch expansion zone
In Development
Wasteland Outskirts
— The Reach

Past the Managed Perimeter, the old world was left to rot when the Trust consolidated everything inward. No Ledger reaches out here. No Trust law does either.

— Unclaimed territory beyond Concord's wall
— Independent scavenger settlements
— Planned post-launch expansion zone

One zone at launch. Three more already mapped.

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DIVIDEND is in early development. Built in the open. Cooperative VR MMO · Quest 3 & SteamVR · Subscription, no microtransactions