What is CyberSprawl?

A primer on the universe behind the games.

Projection, not fiction.

Other cyberpunk is speculative fantasy set 200 years away. We're talking about consequences of decisions being made this year.

The meta-pattern: take a real 2026 trend โ€” convenience, AI dependence, surveillance, consolidation โ€” and ask where does this go when you 100x it over 100 years? Sometimes absurdly funny. Sometimes terrifyingly plausible. Always recognizable.

Our science fiction is becoming non-fiction faster than anyone predicted. The timeline between fiction and reality is collapsing.

The system isn't broken. It's working as designed. That's the horror.

People opt into systems for first-order benefits โ€” convenience, speed, cheap prices โ€” and are blind to the second-order costs: dependency, job loss, surveillance, consolidation. The system delivers exactly what it was designed to deliver.

Nobody was deceived. Nobody was forced. Everyone chose this.

We don't say this is bad. We don't propose solutions. We make the implicit explicit. We show consequences and let the reader decide.

Every entity we create answers one question: what's the first-order benefit people opted into, and what's the second-order cost they didn't see?

Helplessness, not hopelessness.

The feeling of being trapped in systems you can't control โ€” but systems you built yourself. We can't blame anyone but ourselves. It's the natural result of what we set out to do. We just didn't see the second- and third-order consequences. Now gravity is pulling us in.

But individuals have agency. Characters hustle, strive, build, connect. The macro is broken and can't change. The micro is alive with ambition.

Hopelessly unfixable world. Hopeful individuals. Everyone trying to get ahead in a world that's extremely difficult to change.