Blackout
The relay drops and every overlay goes with it. No beacon, no pings, no idea who is behind you.
One orange case drops into the compound with the PocketDabber sealed inside. Every agent in the lobby wants it. Only the one who carries it past the extraction line keeps it.
A blacked-out compound, and a lobby of agents with your training, your gear, and your objective. No teams are handed out. No marker tells you who is friendly. There is one case, and it is bright orange — the only thing here not hiding.
Secure it and the compound turns: your position pings on every rival's overlay every twenty seconds. Extraction is a moving point on the perimeter, and the last hundred meters are the whole game.
Drop it and it lands live for anyone. Raids have ended with the case changing hands four times in the final minute.
The PocketDabber itself is issued under program GHOST COMM / 7743, and its function outside the compound remains classified at Level 4.
Full specification and controls are further down this page. Everything above is what the Protocol releases at Level 2.
Hardshell, beacon-tagged, impossible to conceal. One sealed PocketDabber inside. Carrying it is a choice, not a reward.
Every raid loads one contract on top of the case. High risk, zero room for error.
The relay drops and every overlay goes with it. No beacon, no pings, no idea who is behind you.
The case seeds outside the wire. Two crossings of open ground — the second one is watched.
One detection ends your raid, whoever holds the case. Silence is the only play.
Complete · Adapt · Survive
Four slots, no resupply. Every item costs draw time or makes noise. The kit that wins a raid is the one you never used.
The reason the raid exists. Sealed inside the orange case, factory-locked, and worth more than every other item on this rack combined. You do not use it. You carry it out.
Recon stills pulled from the last four raids on Grid 22. Nothing staged, nothing lit for the camera.
Rank is earned by extraction, not by hours. It changes nothing in a raid — only what the lobby assumes about you.
Rise through the shadows · Standing is public in every lobby you join
Nine vaults, one live case, and an extraction point that will not wait. Drag to rotate.
Agents drop on separate perimeter points in the dark. Nobody knows the count, the spread, or who came in loud.
The case seeds in one of nine vaults. Intercepts narrow it down — and every intercept you pull, someone hears you pull.
Lift it and the beacon starts. Speed drops, footsteps carry, and the lobby has a heading on you.
Extraction rotates every ninety seconds. Reach it holding the case and the raid is yours.
Optics make the compound readable — and turn your goggles into two green points visible across the yard. Every second lit is a second you are found.
Voice carries by distance, not by team. Say the wrong thing near the wrong wall and you have briefed your competition.
Alliances are made in the raid and broken at extraction. Nobody is with you permanently, and the system never pretends otherwise.
Nothing to install, nothing to patch. Open the Protocol, take a lobby, insert in under a minute.
Six inputs, learned in the first raid. Everything else is judgement.
The fifth attempt at the same problem. Each closure below is a rule the current program still runs on.
Unfiltered traffic from active raids. Names are hashed at the relay; outcomes are not.
Raid figures from the last published network report. Lobby count is read live from the build when the server answers.
| Title | GHOST COMM — Classified Operations Division |
| Studio | Vivid Labs Studios |
| Format | Multiplayer extraction · browser-native |
| Agents | 4 – 10 |
| Length | 8 minutes |
| Objective | Secure the orange case · extract the PocketDabber |
| Comms | Proximity voice, open channel |
| Requires | Modern browser · keyboard + mouse · headset advised |
| Access | Protocol Level 2 agents |
Open to Level 2 agents of the Protocol system. Sign in with your Protocol credentials to claim a lobby, or step up to Level 2 and raid tonight.