Many things can break a city open. A heatwave. A blackout. A flood. These are the visible fractures—the ones that make the news. What you are about to experience is a crisis that begins with one of these.
But fault lines run deeper than any single disaster. For a society to truly fracture, the ground must already be hollowed out. Wealth concentrates. Institutions rot from within. And the people who profit from the system learn that the easiest way to protect it is to keep everyone else divided—fanning old grievances into new fires, not out of conviction, but as a method of control. The fractures aren’t accidental. They are cultivated.
This scenario is a starting point. The demonstration you’re about to see uses a natural disaster as its catalyst—a visible, immediate shock. But the full Fault Lines experience will put you at the center of the deeper reality: where the real crisis isn’t the disaster itself, but the system that made the disaster inevitable, and the powerful few who would exploit it to tighten their grip.
A record heatwave descends on Merova as the city reels from months of economic contraction. Rolling blackouts expose crumbling infrastructure. Hospitals strain under heat casualties. Water distribution becomes a flashpoint between neighborhoods already divided by class and displacement.
You inherit a fragile equilibrium: modest public trust, functional but stretched institutions, and an elite network whose interests don't align with yours. The next seven days will test whether governance can hold — or whether Merova fractures for good.
- Duration
- 7 sim-days
- Difficulty
- Standard
- Starting Mood
- Tense Calm
- Major Threats
- Infrastructure, Heat

- Authorize emergency spending
- Issue evacuation orders
- Manage institutional morale
- Deploy mobile medical units
- Set triage priorities
- Coordinate supply chains
- Publish investigative pieces
- Cultivate confidential sources
- File transparency requests
There are no perfect outcomes — only trade-offs.
Security forces are requesting authorization to conduct sweeps in the Flatlands and Wards following two days of escalating unrest. Intelligence suggests organized provocation, but attribution confidence is low. Community leaders warn that sweeps will be seen as collective punishment. Hospital capacity is near breaking point.
- Spark Volatility −18 (immediate)
- Grievance +22 (immediate)
- Legitimacy −15 (immediate)
- Retaliatory Pressure +25 (delayed ~2 turns)
- Legitimacy +12 (immediate)
- Grievance −8 (immediate)
- Spark Volatility +10 (short-term risk)
- Faction Cohesion −12 (delayed ~1 turn)
- Intel Reliability +8 (delayed ~1 turn)
- Security morale −10 (immediate)
- Media Credibility −5 (looks indecisive)
Displacement ↑ → Hum. Strain ↑ → Incidents ↑ → More Displacement
Mrs. Doukas held her grandson against her chest and watched the fluorescent lights flicker. She had lived in Merova her entire life. She had survived the '94 quake, the debt crisis, two changes of government. But she had never seen the city simply stop working before."
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