AUTONOMOUS SYSTEM ZERO

FULL FEATURE LIST

Explore the systems that make up AS//0, from your first network to collective territory and the player-built web.

01

INTERFACE AND INLINE COMMANDS

AS//0 is a text-based terminal game at its core and evolved from there.

The game has a full graphical interface for seeing and managing state.

  • network architecture
  • defenses
  • exploit inventories
  • mail
  • collectives
  • IP intelligence
  • web editing
  • maps

But the game is fundamentally command driven. Many core actions can only be performed by typing directly into the terminal.

  • infiltration
  • ping / scan / probe
  • surveying
  • gateway deployment
  • transfers
  • moving exploits/fragments/resources
  • switching operational networks
  • downloads
  • uploads / redirects
  • filesystem navigation
  • VPN operations
  • capture / vault cracking
  • several exploit actions)

Nearly every action in the game can be performed with an inline command.

02

NETWORKS

  • Every player starts with a network and develops it into persistent infrastructure
  • Networks grow through 10 layers, with new capabilities unlocking as they advance
  • Architecture is made from actual nodes added to the network infrastructure
  • Players decide what to build: storage, firewalls, trace systems, defense, crafting, survey, gateways, VPNs, monitors, HQ infrastructure, and more
  • The architecture directly affects what an attacker encounters during infiltration
  • Higher-level networks become more capable, but also become more valuable targets
  • Networks contain their own filesystem, resources, exploits, fragments, construction queue, logs, and defensive loadouts
  • Storage placement matters because files and resources exist inside the network rather than one universal inventory
  • Networks can be reconnoitered, infiltrated, robbed, infected, sabotaged, defended, and eventually captured
  • Capturing infrastructure lets players expand through conquest instead of only building everything from scratch
  • Lower-level networks have capture protection, preventing brand-new infrastructure from immediately becoming easy territory
  • A player’s final remaining network can’t be captured, so losing a war creates a setback rather than deleting them from the game
  • Networks exist inside nations, making individual infrastructure part of larger territorial control
  • Players can expand domestically or use Survey + Gateway infrastructure to establish themselves abroad
  • Gateways physically connect networks and become part of cross-border movement
  • VPN nodes can link compatible networks and create alternative routes through the world
  • Network ownership contributes to Collective control of nations, connecting personal progression to multiplayer politics
  • NPC networks provide targets for raids, resources, exploits, and capture without replacing the danger of attacking another player
  • Players can rename and personalize networks, making individual machines recognizable pieces of territory instead of anonymous slots
  • Building one strong network is useful; building a distributed network empire changes what you can do strategically

Everything you own, store, defend, and risk exists somewhere on the network.

03

FILESYSTEM

  • Every network has an actual browsable filesystem tied to its architecture
  • Files and directories aren’t just decoration - their metadata can drive game actions
  • Credentials, authentication data, keys, seals, and other sensitive information can exist as discoverable files
  • Successful infiltration can turn into actual exploration: cd, inspect directories, find useful data, download what matters
  • Storage nodes create meaningful places for resources/files to exist
  • Directories are created by adding layers and nodes to the network
  • Files contain metadata relating to the node they appear in the directory for
  • Files are the core tangible objects in the game
  • Files in a storage node will contain information about the capacity and current storage amounts. Files in a VPN node directory will contain information about the address the VPN is connected to.
  • Resources are transferred by downloading files, websites are defaced by uploading and manipulating files, networks are captured by reading files and using information, exploits interact directly with files, and more.
  • Files contain information about the network. You can learn things about the owner, infrastructure, and possible next actions
  • Network topology helps determine what filesystem structure/data exists, so different networks aren’t just identical folders with different IPs
  • Information discovered in one system can become leverage somewhere else

You don’t hack a menu. You break into a network and explore what’s actually on it.

04

INFILTRATION

  • Recon comes first. Scan, ping, probe, and IP intelligence help you decide what’s worth hitting
  • Every target has actual layered defenses rather than a single “hack” button
  • Infiltration moves through the network’s architecture and encounters firewalls, trace systems, ICE, storage, traps, and defensive nodes
  • Different network levels change the difficulty and what kinds of defenses you’ll face
  • ICE introduces active bypass challenges instead of making infiltration purely statistical
  • Mistakes matter - failed attempts can trigger alarms, leave logs, reveal information, or burn valuable time
  • Trace pressure creates urgency while you’re inside
  • Exploits can change how an infiltration plays out: suppress alarms, interfere with trace, shield against ICE, penetrate gates, probe deeper, sabotage nodes, clear logs, etc.
  • Successful access opens the filesystem, where credentials, resources, keys, files, and other useful information can actually be discovered
  • Infiltration can lead to more than theft — recon, sabotage, malware, espionage, capture prep, and future attacks
  • Logs persist after you leave, so getting in cleanly can matter just as much as getting in at all
  • Repeat attacks are constrained by cooldowns, so choosing when and where to strike matters
  • Player networks and NPC networks use the same general framework, but player targets bring the risk of retaliation
  • A single successful infiltration can expose information that leads to entirely different targets or conflicts

Infiltration isn’t a dice roll. You break through the network layer by layer while the trace clock is running.

05

EXPLOITS

  • Exploits are actual usable tools, not passive stat bonuses
  • Players can find fragments, craft full exploits, store them, move them, use them against intruders, and choose what to bring on an infiltration
  • Limited loadout space forces you to decide which tools matter for the attack you’re planning
  • Many exploits are single-use, so firing one is a real decision
  • Offensive exploits can change an infiltration in very different ways:
    • suppress alarms
    • interfere with trace
    • shield against ICE
    • penetrate gates
    • probe deeper into a network
    • profile or sabotage nodes
    • erase evidence from logs
  • Defensive exploits can be loaded into infrastructure to punish intruders:
    • Malware
    • Spyware
    • Triangulation
    • Key-Scramble
    • Antivirus
  • Active defensive tools can be fired manually, rather than every defense being passive
  • Exploits can interact with persistent systems like files, logs, alarms, nodes, and identity information
  • Crafting uses matching fragments, making exploration and theft part of the exploit economy
  • Exploit storage is limited, so hoarding everything isn’t an option
  • Collective infrastructure can support much larger-scale weapons, including national exploits
  • Some exploits don’t directly hurt the target — they help you hide what you did
  • The same target can play completely differently depending on what exploits you brought

Exploits aren’t damage numbers. They change what you can do to the network.

06

DEFENSE

  • Defense is infrastructure, not just a flat armor stat
  • Players build defensive nodes into their networks and decide what each slot should carry
  • Passive defenses can punish intruders automatically:
    • Malware
    • Spyware
    • Triangulation
    • Key-Scramble
    • Antivirus
  • Active defenses can be fired manually when an intrusion is underway
  • Tools like Delayed Disconnect and Timed Purge let defenders react instead of just watching the attack happen
  • Alarm systems can warn you that somebody is inside
  • Trace systems put pressure on attackers and can expose information about them
  • Spyware can reveal pieces of an intruder’s identity/IP
  • Triangulation will reduce the amount of trace time an intruder has left
  • Key-Scramble can interfere with stolen access information
  • Antivirus gives defenders a way to clean infected files instead of just accepting permanent damage
  • Logs preserve evidence after an attack, giving defenders something to investigate
  • HQ and Monitor infrastructure extends defense into the Collective layer
  • Defensive slots are limited, so you have to decide what kind of attacker you’re preparing for
  • Strong defense doesn’t make a network untouchable - it makes attackers take more risks, spend more tools, and leave more evidence
  • Good defensive planning can turn an infiltration into counter-intelligence

Defense doesn’t just stop attackers. It watches them, identifies them, punishes them, and gives you something to retaliate against.

07

COLLECTIVES

  • Players can form persistent organizations with their own name, emblem, ranks, permissions, infrastructure, and political identity
  • Collectives aren’t just chat groups — they build actual HQs, branches, monitors, and vaults
  • Leadership can define ranks and control who can invite, manage infrastructure, access shared assets, or use higher-level systems
  • Collective branches establish a physical presence inside nations
  • National control is based on actual network ownership, not arbitrary faction points
  • To initially control a nation, every IP must be active and the collective with a branch there must hold the most member networks
  • Control can change when another collective genuinely overtakes the current one — ties aren’t enough
  • Collective Vaults can hold shared resources, files, exploits, and other assets
  • Vaults can also become attack targets, creating reasons to defend collective infrastructure
  • HQs function as more than headquarters — they participate in alarm and defensive systems
  • Monitor nodes extend protection across members and give collectives another reason to invest in shared infrastructure
  • Members can coordinate through collective chat, mail, shared intelligence, and infrastructure
  • Collective identity appears throughout the world through names, emblems, Relay presence, map status, and national control
  • Collectives can craft and launch National Exploits, giving organized groups access to attacks far larger than anything a lone player can do
  • Politics emerge naturally because territory, infrastructure, members, information, and shared assets all have value
  • Alliances and rivalries aren’t scripted — they exist because players decide who they trust
  • A collective can become powerful without every member playing the same role: some can build, infiltrate, gather intelligence, defend, manage infrastructure, or organize other players
  • Endgame victory is tied to collective survival and territorial strength, giving player organizations a reason to persist beyond individual progression

A Collective isn’t a guild menu. It’s an organization with territory, infrastructure, assets, authority, and enemies.

08

MAIL

  • AS//0 has an actual in-world network mail system, not just out-of-game messaging
  • Players can send messages from their networks to other players/networks
  • Mail can carry attachments, letting information and useful files move through the game world
  • Attachments are copied rather than magically shared, so the recipient gets their own persistent copy
  • Players can choose which network they’re sending from, tying communication back to their infrastructure
  • Mailboxes have real storage constraints - a recipient can actually be unable to receive something if they’re full
  • Mail can become intelligence, not just conversation
  • Certain infrastructure can monitor/intercept communications, letting other players read traffic they weren’t intended to see
  • Intercepted mail is read-only, preserving the original communication rather than letting the interceptor rewrite it
  • This means operational security actually matters: what you send, who you send it to, and what you attach can expose plans
  • Mail works naturally for coordination, diplomacy, threats, recruitment, intelligence sharing, betrayals, and evidence
  • Because it exists inside the same persistent world as networks, files, collectives, and infiltration, communications can become part of the conflict instead of sitting outside the game
  • A careless message can potentially matter just as much as a careless network configuration

Mail isn’t just chat. It’s traffic—and traffic can be intercepted.

09

WEB

  • Players can build and publish actual in-world websites, not just profile pages
  • Every published site gets its own AS//0 address and becomes part of the persistent world
  • Sites are created through a visual editor with sections, columns, themes, gradients, spacing, and reusable content blocks
  • Players can build dramatically different kinds of pages without needing HTML or CSS
  • Available content can support things like recruitment pages, propaganda, intel dumps, guides, shops, newspapers, blacklists, memorials, or personal sites
  • Blocks include things like heroes, headings, text, buttons, cards, quotes, callouts, images/graphics, stats, navigation, and links
  • Site graphics and visual customization let players establish their own identity instead of every page looking like the AS//0 terminal
  • Sites can be drafted, edited, previewed, and published
  • Published sites appear through The Relay, giving the game an actual player-created web directory
  • Websites exist inside the same world as networks and files rather than being an external community feature
  • Web content is represented as files, connecting the browser system back into the filesystem and network architecture
  • Web nodes provide the infrastructure behind published sites
  • Site owners can manage their pages from inside the game rather than leaving AS//0 for an external builder
  • The system gives Collectives and individual players a public-facing presence beyond chat and territory
  • It creates another form of player-generated content that can become part of the server’s history and culture
  • And because the Web is part of the game world, it gives you a natural future attack surface for things like site compromise and defacement

Players don’t just fight over the network. They build the internet that lives on it.

10

RESOURCES

  • AS//0 uses multiple resources with different strategic purposes instead of one generic currency
  • Bytes are the core operational resource — attacks, downloads, exploits, and other actions consume them
  • Hardware supports construction, crafting, and infrastructure growth
  • Money funds builds, recipes, and higher-level development
  • Bandwidth limits how much activity a network can support at once, making throughput part of planning
  • Resources physically exist on networks and can be stored, moved, downloaded, stolen, and transferred
  • Storage capacity matters, so where you keep resources is part of the strategy
  • Players can move resources between storage locations instead of everything living in one global inventory
  • Resource-rich targets create reasons to recon and infiltrate rather than attacking randomly
  • NPC networks act as renewable resource targets, but they can also contain traps and other risks
  • Resource acquisition feeds directly back into progression: raid → build → defend → expand → raid again
  • Bytes create a natural limit on nonstop aggression — you can’t just attack forever without managing your economy
  • Players who burn through everything can eventually recover through the refill system instead of permanently bricking themselves
  • Resource use can contribute to Influence, tying economic activity into broader progression
  • Collective infrastructure can create reasons to pool, protect, or steal shared resources
  • Losing resources hurts, but doesn’t erase your character or account — setbacks create new objectives instead of ending the game
  • Resource management gives non-combat-focused players something meaningful to optimize even when they aren’t actively infiltrating

Resources aren’t just numbers at the top of the screen. They exist somewhere and somebody can take them.

11

LOCALITY

  • Every network exists at a real position in AS//0’s hidden world topology — it isn’t just an IP floating in a database
  • Each nation contains a 10×8 local grid of 80 possible network positions, creating an actual neighborhood around every player
  • You don’t start knowing everything around you — local intelligence has to be discovered
  • scan reveals previously unknown addresses inside your current nation, gradually building your picture of the area
  • probe lets you expand outward from an address you already know, revealing directly adjacent positions
  • That means reconnaissance can spread naturally through the neighborhood instead of being a global search box
  • Discovered IPs persist in your personal intelligence list, so over time you build your own map of useful targets, dead addresses, familiar players, and routes
  • Adjacent positions have learnable relationships in their generated IPs, so experienced players can begin recognizing patterns in the address space instead of relying entirely on UI markers
  • ping gives you latency and infiltration cost without simply exposing raw map distance, letting players infer proximity through reconnaissance
  • Distance actually matters — farther targets cost more Bytes and take longer to reach during infiltration
  • Nearby networks therefore have practical value: cheap reconnaissance, cheap attacks, familiar targets, and potential expansion locations
  • Inactive addresses can become places to deploy new networks, so discovering the area isn’t useful only for finding victims
  • The neighborhood can change as players deploy, capture, abandon, or lose networks
  • NPCs, players, collective members, and vacant addresses can all coexist in the same local space
  • Over time, players can become genuinely familiar with their part of the world — which IPs are valuable, which are dangerous, who operates nearby, and where they can expand
  • Moving beyond your local nation eventually introduces foreign surveying, gateways, national borders, and router traversal, making expansion feel like leaving familiar territory

You don’t spawn with a list of targets. You learn your corner of the net one address at a time.