Scrap from the trash cans, dead wood and stones.
SINDICAT
A survival and crafting game set in a city of mafia cats, where everything you produce sells for a currency nobody can print.
Everything is crafted, grown, fished or hacked. Nothing can be bought to go faster.
Your hideout is private, nobody can raid it, and the world is never reset. The danger is the police, who watch anyone carrying too much cash.
$SIN enters the game through a shared daily pot and only leaves through capped channels. The house never creates any.
How you play
Five beats, then you start again — filmed in the game. Hover a card to watch it.
Your first tools at the Forge, then a fire, a furnace and the workbench.
Catnip or data, in batches at your hideout — even while you are away.
Each good at its own shop in town, paid from a daily pot: first come, first paid.
Cash draws the police. Bank it, spend it, or run it through a front business.
The trades

Sow in pots or a greenhouse, harvest at the right moment. Catnip sells at the Garden Shop.

Rod, line, reel, bait — an active mini-game. The only trade that draws no heat.

Build a computer from found or bought parts. Data sells at the Computer Shop.

Tools at the Forge; weapons, armor, potions and parts at the hideout. Nothing good is sold ready-made.

Melee or firearms, armor in sets, a limited number of potions, special abilities.

Cross the territories in order, discover their resources, come back by train.
The family, and everyone else

The godfather of the family you join. His contracts, taken from the board in order, show you every side of the game.
Untouchable, and they never kill: they arrest whoever carries too much heat. Prison costs time, never what you own.

The boss, in his factory on the mountain of ash. His suit, won piece by piece, is the great reward.
The city is shared: you cross paths, talk and trade at the flea market. Nobody can enter your home or steal from you.
Cattown, and what lies beyond
Cattown is the hub city, seen at night: the square and its fountain, shops with their signs lit, a bank, a train station, a contracts board and the prison. Beyond it, the territories lead out in a chain — the deeper you go, the deadlier and the more profitable it gets.

$SIN, the currency nobody prints
$SIN is the game’s only currency, and nobody can print it: not a player, not the house. It follows a single circuit, from the shop counter to the wallet.
- Daily potshared by all players
- The shopspay you in $SIN
- Youcash draws heat
- Bank · front businesssafe, or laundered
- Your walleton Robinhood Chain · opens with the $SIN launch
The shops draw from a daily pot shared by all players: first come, first paid. Cash you carry draws the police, so you bank it, spend it, or launder it through a front business. When $SIN launches on Robinhood Chain, clean money goes to your wallet — or to the Hood Stock Empire, to swap it for tokenized stocks.
It is not an investment: no yield, no income, no promised price, no outside asset behind it. Its value comes from the game, from the scarcity the code enforces and from what players produce.
The browser displays. The server decides.
- Money, items, production, crafting, loot, combat and the market are computed by the server: a modified game can create nothing.
- No pay-to-win: progression and reputation cannot be bought.
- Nothing is confiscated in prison; death never takes your money or your hideout; the world is never reset.
CATTOWN IS WAITING
You arrive with nothing. Walk into the city: every building tells you what it does, and the fountain opens the door.
Played on a computer, with keyboard and mouse.