Cattown · reference
SINDICATTHE CODEX
Every rule of the street, written down — with the numbers as they are in the game today. No spoilers, no promises: what a cat can go and check.
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The trades

Three ways to make money in Cattown, and only three goods that sell: catnip, fish, data. Each has a shop that sells what you need and buys what you bring.

Catnip
The cash crop
Trade

Plant a seed in a pot at home, wait, and cut it at the right moment — early or late, you walk away with nothing. Selling raises HEAT.

SeedsSiamese Skunk at the Garden Shop; Whisker Haze and Feline OG grow wild — cut with bone or tin shears
Harvestshears in hand; 0 to 22 buds, all in the timing
To peakSkunk 15 min · Haze 20 min · OG 30 min
Sells for4 · 8 · 15 SIN a bud, by strain
Fishing
Patient money
Trade

A rod, a line, bait on the hook. Cast, wait for the bite, then fight the tension without snapping the line. The only trade with no HEAT at all.

Geara rod, a line, bait — mounted on the rod
The catcha minigame: the bite, then the tension
Sells atthe Fish Market counter
CookedGrilled Fish heals 30 HP
Data
The clean-looking money
Trade

Buy the parts, mount them on a rig at home, let it run. The loudest trade there is: HEAT climbs fast.

A rig6 parts: board, chip, storage, memory, power, card — 4 generations
Rulethe rig runs as fast as its weakest part
First partsat the Computer Shop, 30 SIN each
A batch15 min → 60 to 400 data
Data buysblueprints — everything past the starter tools
The three counters pay from one pot a day, city-wide. When it runs dry, the counters stop buying until tomorrow.

Money & heat

One currency, and it is a real one. Everything you do in the street either earns SIN or raises HEAT — usually both.

SIN
The token behind the game
Live

What you earn is held in your name. The house never mints a single SIN; every action is checked by the server.

ChainRobinhood Chain
Rewardscales with difficulty — easy pays like easy
The Banka safe with no holding fee; your wallet connects there
Right nowin-game only — deposits and cash-out open at launch
HEAT
The gauge that gets you arrested
Cops

Selling catnip and data raises it; it cools on its own, slowly. Its capacity grows with you. Fill it and the cops take you in.

The prisonthe only way in is getting arrested
Bail150 to 500 SIN, plus 2% of the cash on you, capped at 500 — paid from your cash first, then the safe
Orchores shorten the stay; an escape is possible
Nothingis confiscated — the cops keep nothing of yours
The fronts
Where dirty becomes yours
Key

You buy the place. It washes a capped amount every day, one wash at a time, and every wash takes 15 minutes. Then you choose the exit: your wallet, or Hood Stock Empire.

FrontTierYou buy itWashes a day
The Cat Cafe11,000 SIN100 SIN
Mrs. Purrkins' Salon23,000 SIN250 SIN
The Golden Tuna38,000 SIN500 SIN
The Black Cat420,000 SIN1,000 SIN
The Lucky Whisker550,000 SIN2,000 SIN
Hood Stock Empire
The way up and out
Later

The second exit for clean money. What you send here from your fronts buys exposure to US stocks and ETFs, through tokens backed one for one. Not shares: no vote, no dividend — you track the price.

Who buysthe treasury, on-chain — you sign nothing, you need no wallet
Whenclosed until after launch
The Supermarket
The corner store
Shop

The boring counter that keeps a working cat working.

Sellsramen, coffee, raw milk (10 SIN), canned tuna, ready-made tools, repair kits, scrap
Alsoextra bag slots, and a change of coat
Healing milksnot here — brewed at your mixing table

Your turf

One room that is yours alone, and the chains you build in it. Nothing good is for sale; the best gear is at the end of a chain you made.

The hideout
Behind your own door
Private

No cops, no players, no raids. Everything you build stands here.

SizeStudio 10 · Apartment 12 · Loft 16 · Penthouse 20 tiles — bought at the Cat Shelter
Looks19 skins for walls and floors, at the Cat Shelter; furniture at Home Decor
Stationscampfire · barbecue · furnace · Catbench · mixing table · pots · greenhouse · rig
Storagewooden chest 10 slots · metal chest 30
Crafting
Where every chain starts
Craft

Bare paws first: scrap, wood, stone. Then the Forge, then fire, a furnace, ore, ingots, a bench.

The Forgeforges the axe, pickaxe and shears, the campfire, the furnace, the workbench and the rig
The Catbench4 tiers, a tech tree at each one — at home
Blueprintsbought with data, one neighbour at a time; the starter tools cost none
Batchesa station never creates matter — it only delays what you fed it
Durability
Everything wears out
Rule

Tools, weapons, armour, jewels and rods all wear down. The Forge repairs them — at a price, and not forever.

The quotefollows the recipe's materials and the wear
Each repaircaps the piece 20% lower — 4 repairs at most
Jewels & rodseach piece has its own life bar (150 points)
Repair kitSupermarket — only touches gear under 50%

Your cat

One level, five trees, a bag that fills up. What keeps you standing, and what you lose when you don't.

Level & talents
Who you become
Cat
Levelone level. It gives HP and a little attack; gear gives the rest
Talents5 trees: a common trunk, then combat, culture, data, fishing
Potions3 combat potions active at once — a fourth bumps the one closest to expiring; 3 s between drinks
Quick healone key drinks the strongest healing item in your bag
Hunger, death
What it costs
Rule
Hungerrun empty and your HP bleeds slowly — it stops at 20%. Hunger never kills
Deathyou lose a share of the goods on you and 10% of your gear's life. Your SIN is safe
Bagstacks and slots — wood 20, data 100, catnip 20 a strain; more slots at the Supermarket
Combat
Clicks and dodges
Rule
Attackleft click, with the weapon in hand; guns take ammo and a reload
Dodgea dash on Space
Abilitythe capstone of a tree, on F
The copscannot be killed — they arrest

The map

Cattown is the hub, not the map. The further out, the meaner it gets — and the better the loot.

The island
One gate out of the city
Map
On footthe city gate opens onto The Wood
From therePutrid Swamp · The Docks · Frostwood · Mount Cinder
The Stationfast travel back to anywhere you already reached
The Tailor's Works
The boss in town
Boss
The dooropens at level 30
Insidean arena and The Tailor — 900 HP
Whyhis trophies: gear you cannot buy

Players

One shared city. You will see the others walking; you can talk to them, and trade with them.

The street
Chat and company
Live
ChatEnter, in town — bubbles over your head, heard nearby
Your lookcolours and coat are yours to compose; the others see them
The Flea Market
Where players trade
Live
Selllist anything from your bag; other players buy it
Fee1% on a sale — the rest is yours
Livethe book is shared: it needs the city online

Controls

Keyboard and mouse. Every key below can be changed in Settings — and any chip also takes a mouse button (M3, M4, M5).

ActionDefaultActionDefault
WalkW A S D · arrowsAttack / aimmouse
Interact, enterEDodgeSpace
ReloadRAbilityF
BagTab · IAction bar1 – 5
Quick healQTalentsK
LeaderboardOBuild (at home)B
ChatEnterMuteM
Zoom+ · − · 0Hide the HUDH
Keys are read by physical position: on an AZERTY keyboard, W A S D means Z Q S D. Chrome shows your own layout on the chips.