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Concord Quarter · Wiki

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What a life in Corenveld is, how to begin one, and what to do on your first days.

This wiki describes Concord Quarter 0.1.1. The version is printed in the top-right corner of the main menu.

Concord Quarter is a life, not a campaign. You begin at eighteen as a nobody in the city of Corenveld, one day at a time you earn, buy shops, win friends and favour, and you try to take a seat on the city's councils before you die. There is no final level and no score: when the life ends, the Reckoning says what you made of it.

From launch into a life

  1. The main menu offers New Game, Settings, Achievements and Quit. Resume appears above them while a life is open, and Load Game once a save exists. Click an entry, or move with and press Enter.
  2. New Game opens one screen with three panels. On the left, pick your Origin from the fifteen backgrounds. In the middle, toggle up to three traits by clicking them or pressing 19 and 0. On the right, the Your Origin panel shows the role, the district, the wage and purse, and who you already know.
  3. Press Begin this life (Enter). There is no name, seed or difficulty to choose. Resume saved life (F9) loads a save instead, and Esc goes back to the menu.
  4. A Welcome to Corenveld card explains the first moves. Any click, Enter or Esc closes it; ? closes it and opens the full control list.
The Concord Quarter main menu: New Game, Settings, Achievements, Quit
The main menu on a first launch, before any save exists.
The New Game screen: fifteen origins on the left, ten traits in the middle, the Dock-hand's details on the right
New Game. The Dock-hand is selected and no traits are picked.

Your first days

Until you own a shop you work a day-job. Press Trade a day (Enter) and one day passes; your wage lands at dusk. Four chips above the wage change how that day is spent: Work pays the full wage, Hustle pays double but builds heat with the Watch, Mingle pays half and warms the figure you have selected, and Scout pays half and tells you what the selected district most wants to buy.

Save up for your first shop. B opens a copy of the shop you have selected, and with no shop yet that is always a Bakery, at 35 Bits. Choose the district with N and buy with B; buying your first shop ends the day-job. T then retools that shop, for 100 Bits, straight to whatever its district pays the most for.

The play screen on day one: 6 Bits, the Work, Hustle, Mingle and Scout chips, the action panel, people of note and the district strip
Day one as a Dock-hand: 6 Bits, a 4-Bit wage, and the next shop at 35.
Day 9: a Bakery in Confluence Spit, with the Retool to wanted button showing its tooltip
Day 9. Working every day, the Dock-hand affords the Bakery on day 8 and opens it in Confluence Spit.

Where the family house is

Every background but the Pauper newcomer is the last of a fallen trading house. The first time you open a shop in your background's own district, the house is restored and you are paid up to 40 Bits. The welcome card says only that the house stood "in the city"; the district is the one the New Game screen lists under Begins in, and each background entry names it.

One world, every life

In version 0.1.1 every new game plays the same world. The citizens, the prices, the Iron-Pence rate and the city's calamities follow the same course each life, and only your own choices change it. Two things follow. Every life ends at 62, or at 68 with the Hardy trait, and nothing else, not jail, poverty or a catastrophe, ends it sooner. And every life sees the same two catastrophes: a Quarter Riot in the Old Quarter at age 29 and the Long Dry Summer at age 37. Eleven achievements that need an older life or a different catastrophe therefore cannot be earned in this version; Codex → Achievements marks each one.

Achievements carry over

The game has 201 achievements; 100 of them are also Steam achievements, marked with a blue ring in the in-game list. An achievement earned in any life stays earned. Open the list from the main menu, or with W during play.