FEED THE GENERATOR
Every dawn costs one fuel. Run dry and the safehouse goes dark — the streak dies with the light. Diesel is always worth the detour.

Load shedding never ended — it degraded, and then the grid never came back. Your generator is the last light on the block. Scavenge the suburb by day as the character you built, feed the generator, and be behind your door before 18:00. Looters will fight you for the same street — that is what the guns are for. What comes after dark is not something you can shoot.
Early access · 6-minute days · Plays as your Boet's World character · Works on phonesThe Highveld Relay crackles once a day: one thing the block needs, one place it was last seen. Some days it isn't a thing — it's somebody who needs walking across the block, and they have to arrive with you.
Fuel, copper and tins at the door fronts, in the garage shop's back room, and behind every door that stands open. The richest caches are inside, where the only light is the one you carry.
Once you're carrying a gun the street starts sending people. Looters follow you through a door; the dogs are faster than you are. Neither of them is scared of your torch.
Something comes in past the dead substation, and it doesn't care what you're holding. It respects exactly one thing: the light your generator throws. The deeper you pushed, the longer the walk back.
Every dawn costs one fuel. Run dry and the safehouse goes dark — the streak dies with the light. Diesel is always worth the detour.
Loot only counts once your door bolts behind you. Get caught in the street and the day's haul is gone; the stash you banked stays safe.
Days survived back to back. Lose a day, lose the streak — your best run is what the leaderboard remembers.
Six slots on your back, and the street holds more than that. Find a bag to carry more, a headlamp to see further — gear is yours for good, but the day's haul only counts once the door bolts. Krugerrands and old phones fetch scrap at the safehouse.
Two slots: a pistol on 1, something bigger on 2 — Yard Pistol, Scrap SMG, Boet's Shotgun, Veld Rifle. The street only starts offering guns once every bag and lamp is already home. Rounds come from scrap at the workbench or from the street itself, and whatever you don't fire comes back with you.
Looters hit hard, and you only heal standing in worked light — never while you're still being hit. That same light is the only thing the night respects, and the one thing a looter walks straight through.
The endgame: pack a crate of fuel, scrap and tins, carry it to a dead house, and wire its window back on. Three lights and the block is yours. The crate travels with you — so does the risk.
This one is played as the character you built — same face on the board, same jacket in the dark. Streaks of three, seven and fourteen unlock pieces you can only wear because you survived for them.
Same world, different hour: the things that hunt these streets after dark are the ones Tokoloshi meets indoors. STAGE 9 is what their country looks like with the last of the lights off.
There is no Stage 9 on any schedule. It is what people called the time after the app stopped updating — the stage with no rotation and no end date.
The block's generators died one by one as the diesel ran out. Yours didn't. That makes your stoep the brightest place for six streets, and everyone — everything — knows it. Hold it three days and somebody knocks: Nomsa stays, reads the radio, and patches the yard a little further with every errand you bring home.
The things that used to keep to unlit rooms stopped hiding when the country went dark for good. They still will not cross worked light. Nobody has asked them why.
Every dawn takes one. Every street wants the rest. Count your days out loud — the board is listening.
Post your streak, report what broke, and vote on what the safehouse learns to do next in Discord.
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