STORY AND GAMEPLAY

He set out to build a data centre.
Now he must build a civilization.

X-CITY · We're building the city of the future

How to play ↓

An ordinary business trip

In Almaty, people knew him as an ordinary working engineer at X-WORLD. He maintained the X-DATA data centre: checking equipment, tracing faults, replacing failed components and bringing systems back online. Behind every neat row of servers lay practical concerns — power, cooling, cables, fastenings, precise dimensions and people who needed to understand one another.

His next business trip began without adventure too. The company sent him to a factory in Shenzhen, China. There he would study the assembly and commissioning of a modular data centre, train with its manufacturer and understand every component before the equipment shipped to Almaty. Returning with the delivery, he would help assemble and commission it on site.

He intended to bring back more than equipment. He needed to bring experience: why the system was designed this way, where assemblers most often went wrong, how to check a connection and how to explain it to his team. His two suitcases held tools. His phone held documents, notes and an offline encyclopedia. Everything useful to someone accustomed to understanding first and acting second.

The floor that did not exist

At the airport, he entered a lift with his luggage. The doors closed and the familiar hum briefly faded. Then the lights went out. When the doors opened again, there was no corridor, exit sign or expected floor beyond them.

A cave lay dark beyond the threshold. Uneven stone replaced smooth tiles; cool air and the smell of damp earth replaced the dry airport air. Far ahead, a narrow strip of daylight touched the wall. He rolled his suitcases onto the stone and stepped outside. In that instant his heart lurched: he had made a terrible mistake. The familiar hum behind him fell silent. The engineer spun around.

The lift was gone. Where metal doors had parted a moment earlier stood a solid stone wall. No door, no crack, no call button. He put down his bags, ran a hand over the cold, rough surface and pressed against it, as though still hoping for a hidden panel. He knocked. A dull echo answered beneath the ceiling, followed by silence. He remembered exactly where he had come from, every last step. But there was nowhere to return to.

He instinctively raised his hand and looked at his watch. His father had given him one of the first models in the mechanical series from X-WATCH. Now it had stopped. The second hand rested between two marks. The dial showed approximately the time he had stepped out of the lift. It seemed time had broken off at the threshold. The engineer waited, brought the dial closer and listened — the familiar quiet ticking was gone. The watch had worked perfectly at the airport. He clearly remembered checking it before entering the lift.

His thumb traced the familiar edge of the case. His father's gift had always been with him — travelling, working, during rare quiet evenings. Here, surrounded by unfamiliar stone, that small object suddenly felt especially precious. He carefully lowered his hand. For some reason, he wanted to believe the watch was not broken: perhaps, back where he had come from, his second had not ended yet. It was waiting for his return.

Only then did he take out his phone. Familiar application icons appeared. There was no signal. He tried opening a map, then dialling a number — nothing. But the offline encyclopedia and saved documents remained. He put the phone away, checked his belongings and looked into the cave. A faint movement of air came from the light ahead. Lifting his suitcase over the stones, he headed for the exit, occasionally looking back at the stone wall.

Beyond the entrance stretched a valley: a river, wooden roofs, small vegetable gardens and smoke above workshops. Unfamiliar people walked the paths. They did not look like performers and knew nothing of an airport. They lived their own lives — working, carrying goods, growing food and facing daily problems his own world had long stopped thinking about.

The first useful deed

He could spend hours explaining where he came from. Simple help proved much easier to understand. The river held plenty of water, yet buckets still had to be carried by hand. The craftswoman had to leave her work, and residents spent their strength walking the same route. Water was close — and somehow still too far away.

The engineer examined the bank. No ready-made machine or miracle from his phone would change things: he needed the current, supports, timber, stone and local craftspeople's hands. A familiar principle would have to be adapted to what the settlement had. The first mechanism must do more than look impressive: it had to lift water.

When the device works, the residents will see the result without explanations. Time will be freed and work will become easier. The mayor will offer the engineer meals and an upstairs room at the saloon and inn. He will have somewhere to leave his luggage, rest and decide what to do next. That is how his life in X-CITY begins.

Knowledge that stays with people

The mill needs a drive that works without wind. Sacks of flour need a cart. Supplies need a dry barn. Gardens need irrigation. Solving one problem reveals another, and getting to know the settlement gradually becomes a shared endeavour.

But the city must not depend forever on one newcomer. The engineer teaches craftspeople to measure, test and repeat results. An apprentice makes a fitting part independently for the first time. The blacksmith suggests an improvement. A wagon driver finds a better route. An invention becomes part of city life only when other people know how to use it.

In time, X-CITY itself will change. Stone will replace wood, workshops will gain machines, a steamboat will appear on the river and electric lights will illuminate the streets. Buildings will grow, but the purpose remains: build so that people's lives improve. Knowledge brought from another world can accelerate development — and prompt reflection on which mistakes that world should not repeat.

Help the engineer

The city grew, but the engineer never forgot the path to the cave. In time, a building rose above it, with a locked bunker deep beneath its foundations. He preserved the cave entrance. Only he kept the key: nobody was allowed inside, not even those he had long trusted above ground.

Every day he descended the stairs, unlocked the heavy door and approached the familiar stone wall. He checked the joints, listened and waited. Sometimes he stayed longer than usual, standing with his palm on the cold stone and thinking of his wife. Nothing happened. He returned upstairs to the people, building projects and work that needed him. The next day, he came back again.

On one such visit, he arrived a minute before the time forever fixed in his memory by the stopped watch. He stood before the wall and counted the seconds. All sixty. Above him, the city he had built went on living. Down here, it was quiet.

When the very minute at which his time had once broken off arrived, the engineer felt a faint tremor beneath his fingers. A long-forgotten sound came from the wall. Slowly, he raised his head. His eyes opened wide…

How to play

Control the engineer on the city map, talk to residents and complete connected quests. Look beyond each request to the problem it represents, and carry your solution through to a working result.

1. Explore and find your next objective

Move with the mouse, WASD or arrow keys. Click an object to approach it; press E nearby to interact. Small question marks identify places of interest. Names appear on hover. The Next button shows your current story objective.

2. Talk to a resident

The craftswoman, miller, blacksmith and mayor explain what the city needs. Choose a dialogue response to accept a task or continue. Your journal helps you retrace events after a distraction.

3. Prepare a solution

Inspect the site, gather the requested materials, visit the workshop and study the design. Wood and stone appear in the Project materials panel. The luggage encyclopedia explains inventions; the technologies section lists acquired knowledge.

4. Assemble and test

Complete the manufacturing steps and approach the installation site. New structures appear after construction. A failed learning experiment is a reason to understand and try again. The goal is not simply a completion message but a visible result on the map.

5. Collect your reward and continue

Completed quests earn in-game XW and unlock the next objective. After helping with water, you can speak to the mayor and move into the inn. Leave luggage in your room and collect it later. Progress saves in this browser.

One hundred levels — the city's shared journey

The scenario spans ten chapters: wood and water, stone, local metal production, mechanization, steam, electricity, cars, reinforced concrete, a smart city and a future civilization. Research is connected: new materials and equipment make previously impossible things possible.

Major milestones are planned to transform the whole city. Proven construction techniques upgrade homes, new utilities support additional floors, and transport connects districts and industries. Public spaces and city services develop alongside buildings.

The current prototype contains the first seven quests. Later chapters, citywide rebuilding and further technologies are described in the scenario and still require implementation. Online accounts, payments and exchange of in-game XW for the real token are not connected yet.