NightCoreNight City Services
1 in the city City time 14:11 Weather fog

Alpha testing

Test plan

Run each check in the city on build v23j and record what you saw. Your result replaces your earlier one for this build; everyone's results show next to each check.

Anyone can read this. To record results or report something, sign in with Discord.

Smoke test

Every session, about 10 minutes. If any check here fails, stop and report it before testing deeper areas.

  1. Expected: You load in at the arrival point. A one-character account sees no select screen

    Not tested on this build yet.

  2. Expected: Registration finishes; F5 shows your ID card

    Not tested on this build yet.

  3. Expected: Opens; Start here steps and map pins work

    Not tested on this build yet.

  4. Expected: Lock screen with city clock; every app opens with no blank screen

    Not tested on this build yet.

  5. Expected: Opens; starter kit is there

    Not tested on this build yet.

  6. Expected: J opens the job panel; F9 opens your work device (job panel when unemployed)

    Not tested on this build yet.

  7. Expected: B opens the personal menu (emotes); K opens the radio menu

    Not tested on this build yet.

  8. ALT on another player

    needs 2 testers

    Expected: Menu shows Show ID, Give, Hand cash, Whisper

    Not tested on this build yet.

  9. Expected: ATM deposit and withdraw work; phone Bank shows the same balance

    Not tested on this build yet.

  10. Expected: Sign in with Discord; F1 > Controls > Link website account links you; /me shows your citizen

    Not tested on this build yet.

  11. Expected: After the countdown, Hold E wakes you at Vik's clinic

    Not tested on this build yet.

  12. Expected: I opens the inventory, also with the starter kit in it; the game's own inventory no longer opens from its menu key

    Not tested on this build yet.

Characters

Each account can have up to 3 characters. Each one has its own money, items, job, phone, record and face.

  1. Expected: Sleep at your home bed, the Kabuki capsule hotel or the No-Tell Motel; the select screen offers a new character. If there's no way in, mark Fail

    Not tested on this build yet.

  2. Expected: Reconnect opens the character creator, then the NCID desk; the new face is different from your first

    Not tested on this build yet.

  3. Expected: With 2 characters, joining shows portrait, name, job, last place and time played

    Not tested on this build yet.

  4. Expected: Loads with the right face, money, items, phone number and job

    Not tested on this build yet.

  5. Expected: Home bed is free; capsule charges 40 eddies, motel 120 eddies; the session ends and you rejoin as the other character

    Not tested on this build yet.

  6. Expected: Cuffed, wanted, down, in a vehicle, just after a fight or in your first 20 minutes: a clear refusal

    Not tested on this build yet.

  7. Expected: Quit while wanted or held; rejoining forces the same character for 30 minutes, with a notice

    Not tested on this build yet.

  8. Expected: A second session on the same account is refused with a message

    Not tested on this build yet.

  9. Expected: A wire from one of your characters to another (phone, ATM, website) is refused

    Not tested on this build yet.

  10. Expected: An item one character puts in a home stash or trunk can't be taken by the other for 72 hours

    Not tested on this build yet.

  11. Expected: /me lists your characters; "Act as" switches; the header chip shows who; bank and market act for that character

    Not tested on this build yet.

  12. Staff tools

    staff only

    Expected: F11 (staff only) lists an account's characters; a locked character can't be picked

    Not tested on this build yet.

Phone (F3)

Needs two testers for calls, messages and lost phones.

  1. Expected: Time, city clock and weather show; a passcode set in Settings is asked; 5 wrong tries lock it

    Not tested on this build yet.

  2. Calls

    needs 2 testers

    Expected: Others nearby hear your ringtone; F3 answers; voice works both ways; a declined call offers voicemail

    Not tested on this build yet.

  3. Messages and groups

    needs 2 testers

    Expected: Texts arrive; a group invite must be accepted before you're in it

    Not tested on this build yet.

  4. Expected: Post with a photo, like, reply, follow, hashtag; the post shows on nightcore.apservers.com/pulse

    Not tested on this build yet.

  5. Expected: The photo matches what you saw (phone not in the shot); it shows in Photos and can go into a text or post

    Not tested on this build yet.

  6. Expected: Send money by phone number: 1% fee, receiver notified; the daily limit counts website wires too

    Not tested on this build yet.

  7. Expected: Your cars listed; Locate works; Delamain delivery charges 250 when the car arrives; key list, revoke and order work

    Not tested on this build yet.

  8. Expected: City bills, court and NCPD fines, Trauma and garage invoices listed; Pay works

    Not tested on this build yet.

  9. Expected: Your cases and tickets show; pay, contest, accept or reject an offer, ask for a lawyer, appeal

    Not tested on this build yet.

  10. Expected: Calls NCPD, Trauma, Delamain or a mechanic; book and cancel a Delamain ride; SOS works with no signal

    Not tested on this build yet.

  11. Expected: No signal in the Badlands except the nomad camp and junkyard; battery drains and charges in a car or at home

    Not tested on this build yet.

  12. Expected: Buy a burner at the Lower Walkway corner (22:00 to 06:00, 180 cash); dark web and NullChat open; no name shows anywhere

    Not tested on this build yet.

  13. Lost phone

    needs 2 testers

    Expected: A dropped phone picked up by someone else shows none of your data if it has a passcode; Find My locates it and tells the holder; Erase works

    Not tested on this build yet.

  14. Expected: Outgoing calls and texts blocked; SOS still works

    Not tested on this build yet.

  15. Expected: A blocked number's calls and texts don't reach you

    Not tested on this build yet.

  16. Expected: Ringtone, wallpaper, do not disturb, HUD switch and website link all work

    Not tested on this build yet.

  17. Missed calls (v19)

    v19needs 2 testers

    Expected: An unanswered call shows in Recents, puts a badge on the Phone app and a "Missed call from…" notice; withheld and burner numbers show as Unknown

    Not tested on this build yet.

  18. Caller name privacy (v19)

    v19needs 2 testers

    Expected: A caller who isn't in your contacts sees your number, not your real name

    Not tested on this build yet.

Police and courts

Run it as one story: a ticket, an arrest, a lawyer, a hearing, a sentence. Staff give out the court, District Attorney and Public Defender jobs; anyone can take the private lawyer job at the agency.

  1. Expected: F9 opens the police tablet; Clock in works from its lock screen

    Not tested on this build yet.

  2. Expected: ALT on a citizen > Issue citation: pick the charge, set the fine with the slider; the citizen gets Yes/No. Yes signs it, No sends it to court

    Not tested on this build yet.

  3. Expected: Cuff and escort with ALT, drive to NCPD HQ; ALT > Book (at HQ) opens the Booking tab with the suspect filled in; tick charges, write the report, Book. Suspect lands in the cell

    Not tested on this build yet.

  4. Expected: Refused, with a message saying it only works at HQ

    Not tested on this build yet.

  5. Expected: Seized items go on the case's shelf; E at the evidence locker logs, signs out and returns items; the tablet's Evidence tab shows who held what

    Not tested on this build yet.

  6. Expected: ALT on a witness > Take statement; the witness writes it on their own screen

    Not tested on this build yet.

  7. Expected: E at the wall phone makes the one call; F asks for a lawyer and pages the Public Defender

    Not tested on this build yet.

  8. Expected: Public Defender takes the case in the Justice terminal and visits (E in the visiting room); a private lawyer offers representation with ALT and the client accepts with Yes

    Not tested on this build yet.

  9. Expected: Judge: F9 or E at the bench opens the Justice terminal; take the case, open the session, arraign; plea; bail, release or remand

    Not tested on this build yet.

  10. Expected: A held misdemeanour gets the automated magistrate's plea offer after 10 minutes; a felony is released with a court date after 40 minutes

    Not tested on this build yet.

  11. Expected: DA offers in the terminal; the defendant accepts in the phone's Justice app; it's approved automatically after 5 minutes if no judge acts

    Not tested on this build yet.

  12. Expected: Schedule a hearing with the time picker; show exhibits; a verdict on each charge; sentence stays inside the range and time served comes off

    Not tested on this build yet.

  13. Expected: Fine payable on the phone; cell time counts only while online; community service by pressing E at the map spot; the firearms licence can't be bought again for 7 days

    Not tested on this build yet.

  14. Expected: Filed in the phone's Justice app within 72 hours; a different judge decides

    Not tested on this build yet.

  15. Expected: The case shows on nightcore.apservers.com/court; parties see filings; a sealed case shows only its number to the public

    Not tested on this build yet.

  16. Expected: Staff test on a throwaway character: the judge who passed the sentence can't co-sign it. Don't wait out the 72 hours

    Not tested on this build yet.

  17. Expected: An NCPD call nobody takes stays on the map for 20 minutes; once a unit takes it, it stays until cleared. The MDT Dispatch tab has Take, GPS, Drop and Clear

    Not tested on this build yet.

  18. Expected: A traffic collision call stays put until officers arrive, even 10 minutes later

    Not tested on this build yet.

  19. Expected: Opening the MDT before clocking in shows the Off Duty screen with a Clock in button, never a blank page

    Not tested on this build yet.

  20. Automated sentence (v21)

    v21staff only

    Expected: A guilty case no judge sentences gets the minimum sentence after 24 h; it can be appealed; never a death sentence

    Not tested on this build yet.

  21. Staff on the bench (v21)

    v21staff only

    Expected: An admin opens the Justice terminal and Sit on the bench; acts show "(staff bench)"; can't judge a case they prosecute, defend or arrested on

    Not tested on this build yet.

  22. Arrest on a warrant (v21)

    v21needs 2 testers

    Expected: Booking tab lists the suspect's open warrants and unpaid fines; Arrest on CR-… attaches the booking to that case

    Not tested on this build yet.

  23. Settle a fine at booking (v21)

    v21needs 2 testers

    Expected: Settle the fine: the suspect picks pay now, serve it in the cell, or community service on their own screen

    Not tested on this build yet.

  24. Expected: Phone > Justice > Petition to clear this record on a closed misdemeanour after 14 clean days; a judge decides, or it's decided on the rules after 72 h; cleared lines vanish from the MDT

    Not tested on this build yet.

  25. Bail for someone else (v21)

    v21needs 2 testers

    Expected: Phone > Justice > Post bail for someone (by case number), or at the court clerk; the payer confirms on their screen and gets their money back when bail is refunded

    Not tested on this build yet.

  26. Expected: The judge's Modify the sentence lowers cell time, fine or tasks (never raises), with written reasons on the public docket

    Not tested on this build yet.

  27. Quit while cuffed (v21)

    v21needs 2 testers

    Expected: Quitting while cuffed adds a fled-custody record; back within 3 minutes and re-cuffed within 10 drops the warrant, otherwise it goes live

    Not tested on this build yet.

  28. Expected: Taking a cuffed suspect out of a vehicle keeps them cuffed

    Not tested on this build yet.

  29. Two sentences (v21)

    v21staff only

    Expected: Two cell sentences are served one after the other, each ending on its own

    Not tested on this build yet.

Menus and keys

The goal: nobody needs to type a command. Every time someone types to get unstuck, note what they were trying to do.

  1. ALT on a person

    needs 2 testers

    Expected: Menu grouped by role (Street, NCPD, Trauma, Garage, Court); only actions that fit your job and duty show

    Not tested on this build yet.

  2. Expected: Lock, plate, give a key; mechanic and police actions when on duty; Pick the lock and Pour CHOOH2 act on the car you clicked

    Not tested on this build yet.

  3. Expected: Hold up appears only with a weapon drawn

    Not tested on this build yet.

  4. Hand cash

    needs 2 testers

    Expected: Slider up to the cash you carry; the other player gets it

    Not tested on this build yet.

  5. Expected: E prompts show at the right spots and nowhere else (doors, lockers, counters, the AV pad, kiosks)

    Not tested on this build yet.

  6. Expected: Police and Trauma get their tablet, court jobs the Justice terminal, everyone else the job panel

    Not tested on this build yet.

  7. J panel (boss)

    needs 2 testers

    Expected: Grade-3 boss sees the employer's account and a staff roster: hire a nearby person, promote, fire

    Not tested on this build yet.

  8. Expected: Opens for a boss with no staff and for a lone employee

    Not tested on this build yet.

  9. Expected: Emotes, hands up, walk style, /me and /do text box, dice, radio, My chrome

    Not tested on this build yet.

  10. Expected: Presets, tune, say, off

    Not tested on this build yet.

  11. Expected: "Reach staff now" alerts online staff; "Open a website ticket" shows up under /support on the website

    Not tested on this build yet.

  12. Expected: E at your own door: rent, move out, spawn here, sell

    Not tested on this build yet.

  13. Expected: Opening a menu while another is up says to close the other one first

    Not tested on this build yet.

  14. Expected: No on-screen message tells you to type a command

    Not tested on this build yet.

Jobs, money and the city

  1. Trauma dispatch

    needs 2 testers

    Expected: A downed citizen's call shows in the Trauma tablet's Calls tab; Take, Assist, Drop and GPS work

    Not tested on this build yet.

  2. Expected: E at the AV pad calls the AV; the kiosk shows status, plans, auto-renew and pay

    Not tested on this build yet.

  3. Expected: Clinic terminal (E) shows stock; ALT on the ripperdoc > Buy chrome walks through implant, grade and confirm

    Not tested on this build yet.

  4. Delamain

    needs 2 testers

    Expected: Rider books on the phone; driver gets a phone alert, accepts and ends the ride in the Jobs app; rider rates the trip

    Not tested on this build yet.

  5. Mechanic

    needs 2 testers

    Expected: Repair, tow, paint and refuel from ALT; the customer pays the invoice in a dialog, even while sitting in the car

    Not tested on this build yet.

  6. Expected: Cook, bartender, techie, farmhand, refinery, scrapper, nomad, security: each can start and get paid without typing

    Not tested on this build yet.

  7. Expected: On-duty workers are paid every 10 minutes from their employer's account

    Not tested on this build yet.

  8. Expected: Weekly bills arrive; paying from the phone works; unpaid phone bills block outgoing calls

    Not tested on this build yet.

  9. Expected: Buying works; a shop boss can restock from the counter prompt

    Not tested on this build yet.

  10. Expected: Hold up a shop, pick a car lock, steal from crates, offer a deal and shake down, all from menus; NCPD gets alerts where expected

    Not tested on this build yet.

  11. Expected: Found a crew, recruit with ALT, promote, fire, leave and declare war from the phone's Crew page

    Not tested on this build yet.

  12. Expected: Order on the site; the charge comes off the character you act as; collect at the Kabuki parcel lockers (E)

    Not tested on this build yet.

  13. Expected: Buy chips, play each table, cash out to the same character

    Not tested on this build yet.

  14. Expected: Statement matches the game; a transfer by phone number arrives with the 1% fee taken

    Not tested on this build yet.

  15. Apply for a hire-only job (v18)

    v18needs 2 testers

    Expected: NCPD, Trauma Team, ripperdoc, fixer, netrunner and other hire-only jobs have an Apply button at the Employment Agency and in the phone's Jobs app; the application reaches that faction's bosses

    Not tested on this build yet.

  16. Expected: E at the fixer's point, or ALT/B > Turn in a contract, completes it and pays; Phone > Jobs > My contracts lists each target with GPS

    Not tested on this build yet.

  17. Expected: Netrunner terminals and drops are marked and routed on your map

    Not tested on this build yet.

  18. Night City News reporter (v20)

    v20needs 2 testers

    Expected: A reporter writes a story in the phone's Newsroom app; it lands in the website's editor queue; once published it shows in everyone's News app

    Not tested on this build yet.

Map spots to verify

These positions were placed from map data, not by walking there. Mark Pass if the prompt sits in a sensible place; on Fail, describe or screenshot where it should be.

  1. Expected: Used for: Log, sign out and return evidence (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  2. Expected: Used for: The one phone call (E), ask for a lawyer (F). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  3. Expected: Used for: Lawyer visits (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  4. Expected: Used for: Courthouse map pin and hearings. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  5. Expected: Used for: Opens the Justice terminal (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  6. Expected: Used for: Switch characters, 40 eddies. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  7. Expected: Used for: Switch characters, 120 eddies. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  8. Expected: Used for: Switch characters at your own home. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  9. Expected: Used for: Clean-up tasks (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  10. AV pad, Afterlife street

    Afterlife street

    Expected: Used for: Trauma AV call (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  11. Expected: Used for: Plans, status, auto-renew. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  12. Expected: Used for: Stock and orders (E). The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  13. Expected: Used for: Burner phones, 22:00 to 06:00. The prompt sits in a sensible place. On Fail, say or screenshot where it should be.

    Not tested on this build yet.

  14. Expected: No stacked pins at the Afterlife, Vik's, Noodle Row, Westbrook Motors or the mechanic; no Badlands or Kabuki district pin; names match the guide and phone

    Not tested on this build yet.

  15. Expected: Each kind of place has its own icon; the F1 legend explains them; note any icon that's blank or shared by two different things

    Not tested on this build yet.

  16. Expected: F1 > Places and Phone > Maps: typing part of a name finds the place; Set GPS routes to it

    Not tested on this build yet.

  17. Expected: Nearest ATM, food, clothes, garage and clinic each route to the closest open one; Nearest ATM goes to the terminal itself; the food court is skipped when no cook is on duty

    Not tested on this build yet.

  18. Your own pins (v23)

    v23needs 2 testers

    Expected: You see your home, your stored and parked cars, your business and your job's base; another tester doesn't see yours

    Not tested on this build yet.

  19. Your car while driven (v23)

    v23needs 2 testers

    Expected: While someone drives your car it has no pin on your map; it gets one again once parked. Phone > Garage > Locate still works with signal

    Not tested on this build yet.

  20. Expected: Turning a layer off removes its pins, on brings them back; the choice is kept after relogging

    Not tested on this build yet.

  21. Expected: Shows only buildings with a free home

    Not tested on this build yet.

  22. Live status (v23)

    v23needs 2 testers

    Expected: Pins show open/closed with hours, and staff on duty where it applies (never names); it changes when a shop opens or someone clocks in

    Not tested on this build yet.

  23. Expected: Arrows show over nearby places, labels within about 40 m, and a pillar at the GPS target; note any that float in the wrong spot

    Not tested on this build yet.

  24. Expected: Business counters, job front doors and court prompts show their marker from about 25 m

    Not tested on this build yet.

  25. Expected: Set GPS to a place, then switch its layer off: the route stays

    Not tested on this build yet.

  26. Gang turf (v23)

    v23needs 2 testers

    Expected: Gang members see turf areas and holders; non-members don't see holders

    Not tested on this build yet.

  27. Expected: New character: F1 > Start shows the steps; each ticks itself when done (job, real ATM use, a purchase, phone, website link, a car); only the next step has a pin and GPS; Skip and Resume work

    Not tested on this build yet.

  28. Expected: Phone > Maps has Places, Map (whole city / around me) and Areas; opening a place shows its details

    Not tested on this build yet.

  29. Expected: nightcore.apservers.com/map shows layers, search and open now; ?place= links open the right place; no player names, homes or cars anywhere

    Not tested on this build yet.

Business properties (v17)

The city now has 40 leasable properties. Only the grill, Jinguji Threads and 2nd Amendment have been walked. For each one below: go there, check the lease prompt shows at the shop's door (not inside a wall or across the street), and that a clerk NPC is standing there. Tick it when it's right; add a bug report if not (note the property name and where it actually is).

  1. Lizzie's Bar

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  2. Afterlife street parts counter

    Watson, Little China

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  3. No-Tell Motel

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there. Also: try renting a room.

    Not tested on this build yet.

  4. Kabuki pawn & junk

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  5. Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  6. Kabuki med supply

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  7. Kabuki braindance den

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  8. Kabuki 24/7

    Watson, Kabuki

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  9. Northside garage

    Watson, Northside

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  10. Corpo Plaza nightclub

    City Center, Corpo Plaza

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  11. Downtown doll club

    City Center, Downtown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  12. Corpo Plaza boutique

    City Center, Corpo Plaza

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  13. Corpo Plaza food court counter

    City Center, Corpo Plaza

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  14. City Center pharmacy

    City Center, Corpo Plaza

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  15. Downtown gun counter

    City Center, Downtown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  16. Westbrook Motors

    Westbrook

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there. Also: leased dealership: buy a car, check the markup matches the menu.

    Not tested on this build yet.

  17. Japantown noodle counter

    Westbrook, Japantown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  18. Japantown bar

    Westbrook, Japantown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  19. Japantown tattoo parlour

    Westbrook, Japantown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  20. Japantown gun shop

    Westbrook, Japantown

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  21. Charter Hill news bureau

    Westbrook, Charter Hill

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  22. Glen diner

    Heywood, The Glen

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  23. Glen 24/7

    Heywood, The Glen

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  24. Vista del Rey bar

    Heywood, Vista del Rey

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  25. Vista del Rey braindance booth

    Heywood, Vista del Rey

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  26. Vista del Rey electronics stall

    Heywood, Vista del Rey

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  27. Wellsprings gym

    Heywood, Wellsprings

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  28. Rancho Coronado diner

    Santo Domingo, Rancho Coronado

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  29. Rancho Coronado pharmacy

    Santo Domingo, Rancho Coronado

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  30. Arroyo market threads

    Santo Domingo, Arroyo

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  31. Arroyo food truck

    Santo Domingo, Arroyo

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  32. Coastview noodle stall

    Pacifica, Coastview

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  33. West Wind gun shop

    Pacifica, West Wind Estate

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  34. West Wind boxing gym

    Pacifica, West Wind Estate

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  35. Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  36. Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

  37. Badlands garage

    Badlands

    Expected: The lease prompt shows at the shop's door (not inside a wall or across the street) and a clerk NPC is standing there.

    Not tested on this build yet.

Chrome and ripperdocs

Cyberware, Sandevistan and ripperdocs. Needs a ripperdoc tester for the player-doc checks.

  1. Expected: At a ripperdoc, ALT > Buy chrome offers Sandevistan Mk.1, Mk.2 and Mk.3 in the operating-system slot; you can't have a cyberdeck and a Sandevistan at once

    Not tested on this build yet.

  2. Expected: X starts a short burst of slow-motion (longer on higher marks), then it recharges; pressing X while recharging says how long is left

    Not tested on this build yet.

  3. Vik's on-call doc (v18)

    Vik's clinic, Watsonv18

    Expected: With no player ripperdoc on duty, Vik's on-call doc installs street-grade chrome and Mk.1 at a markup; Mk.2 and Mk.3 need a player ripperdoc

    Not tested on this build yet.

  4. Cancel my surgery (v18)

    v18needs 2 testers

    Expected: Before the install starts, B > Cancel my surgery cancels it and refunds you

    Not tested on this build yet.

  5. Expected: The phone shows which ripperdocs are on duty, by name

    Not tested on this build yet.

Trauma Team

Run it with one medic and one patient. The jobs area has the Trauma dispatch and places checks.

  1. Expected: Downed with no medic on duty: after 30 seconds a Wake up at Vik's button appears and works

    Not tested on this build yet.

  2. Stabilised, nobody came (v18)

    v18needs 2 testers

    Expected: Stabilised by a medic who then leaves: you can still wake up at Vik's

    Not tested on this build yet.

  3. Treat injury (v18)

    v18needs 2 testers

    Expected: After waking at Vik's you have an injury; a medic's ALT > Trauma > Treat injury clears it

    Not tested on this build yet.

  4. 911 into the MDT (v18)

    v18needs 2 testers

    Expected: A 911 call from the phone shows in the medics' MDT Calls tab; a burner call shows as anonymous

    Not tested on this build yet.

  5. Expected: A medic on duty and waiting at Vik's or the AV pad is paid with payroll; one who goes idle stops being paid

    Not tested on this build yet.

  6. Expected: Buying or renewing Trauma insurance at the kiosk gives no medical XP

    Not tested on this build yet.

  7. Expected: A Trauma 911 call stays open while the caller moves, and its map marker follows them

    Not tested on this build yet.

  8. Administer meds (v20)

    v20needs 2 testers

    Expected: A medic on duty: ALT on a patient > Trauma > Administer meds shows your MaxDoc, Bounce Back and bandages (issued ones used first); the patient gets the effect

    Not tested on this build yet.

City life

The living city: traffic, NPCs, places and the map.

  1. Expected: Pull a driver out of a moving NPC car: they get out and run (some put their hands up) instead of vanishing

    Not tested on this build yet.

  2. Expected: Wardrobe prompt at your home's closet, in a paid motel or capsule room, and after the styling session at a clothing store; nowhere else (F2 still opens it for now)

    Not tested on this build yet.

  3. No names on other homes (v19)

    v19needs 2 testers

    Expected: Other players' apartments show on the map without the owner's name

    Not tested on this build yet.

  4. Noodle Row prompts (v19)

    Noodle Row, Kabukiv19

    Expected: The Noodle Row ATM and shop prompts no longer overlap

    Not tested on this build yet.

  5. Busy spots (v19)

    Kabuki Marketv19

    Expected: Kabuki Market and other busy spots have fewer NPCs crowding; no crash after 10 minutes walking around the market

    Not tested on this build yet.

  6. Expected: Get into an NPC car at the driver's door: you land in the passenger seat, the driver ends up on the pavement and runs (some put their hands up first), and you slide over to the wheel by yourself

    Not tested on this build yet.

  7. Expected: Get into the back of a traffic car: the driver gets out at the driver's door and runs, instead of vanishing; you stay in the back

    Not tested on this build yet.

  8. Expected: Aim down sights at a stopped NPC car or its driver from 15 m or closer: most of the time the driver gets out with their hands up and then runs, or floors it; the car is yours to take

    Not tested on this build yet.

  9. Expected: Aim at a car on the move: most of the time it speeds away. Each car reacts once a minute at most

    Not tested on this build yet.

  10. Witnesses call it in (v23j)

    v23jneeds 2 testers

    Expected: After a carjack or a hold-up, on-duty NCPD usually gets a call about 20 s later with a pin where it happened

    Not tested on this build yet.

  11. Expected: F2 does nothing anywhere; outfits change only at your home's closet, a paid room, or a clothing store

    Not tested on this build yet.

Staff tools

Needs someone with an in-game staff role.

  1. Expected: HOME opens the staff panel for staff and nothing for players

    Not tested on this build yet.

  2. Give items (v19)

    v19staff only

    Expected: Staff panel > Give item puts the item in a player's pockets and logs it

    Not tested on this build yet.

  3. Expected: Staff panel > put items in a vehicle's trunk; the owner finds them there

    Not tested on this build yet.

  4. Set gang (v19)

    v19staff only

    Expected: Staff panel > Set gang moves a player into a gang with a rank

    Not tested on this build yet.

  5. Spawn vehicle (v19)

    v19staff only

    Expected: Staff panel > Spawn vehicle spawns the chosen car next to you

    Not tested on this build yet.

  6. Give a vehicle (v20)

    v20staff only

    Expected: Staff panel > Give a vehicle: permanent car for a player or a faction vehicle for a motor pool; the owner gets the key

    Not tested on this build yet.

  7. Expected: Staff panel > Issue / replace key gives a player a working key for a plate

    Not tested on this build yet.

Vehicles and keys

Car keys, locksmiths, hotwiring, motor pools and AVs. Write down the plate you tested with.

  1. Key with a new car (v20)

    Westbrook Motorsv20

    Expected: Buying a car at Westbrook Motors puts a Car key for its plate in your pockets

    Not tested on this build yet.

  2. Expected: A car you owned before v20 has its key in your pockets after you log in

    Not tested on this build yet.

  3. Expected: Without the key (in a stash or with someone else) you can't unlock or start the car; with it in your pockets you can

    Not tested on this build yet.

  4. Hand a key over (v20)

    v20needs 2 testers

    Expected: Give the key to another player: now they can drive the car and you can't

    Not tested on this build yet.

  5. Spare key (v20)

    Westbrook Motors key deskv20

    Expected: At the Westbrook Motors key desk, cut a spare for 250: two working keys

    Not tested on this build yet.

  6. Re-key (v20)

    v20needs 2 testers

    Expected: Re-key for 500 with a working key: your new key works, every other copy stops working

    Not tested on this build yet.

  7. Expected: Replace lost keys for 750 with no key in hand; the old ones stop working

    Not tested on this build yet.

  8. Pawn copy (v20)

    Kabuki pawnv20

    Expected: The Kabuki pawn copies a key you hold for 400, no ID asked

    Not tested on this build yet.

  9. Hotwire (v20)

    v20needs 2 testers

    Expected: In the driver seat with a lockpick, B or ALT > Hotwire: a long bar, then the engine runs without a key; the owner is told and NCPD gets an alert; the pick may snap

    Not tested on this build yet.

  10. Expected: Lockpicking or hotwiring an NCPD or Trauma Team AV is refused

    Not tested on this build yet.

  11. Expected: At your faction's depot (E), take a vehicle out: you get its key; bring it back and the key is taken back. The depot shows who has each vehicle

    Not tested on this build yet.

  12. Expected: Clock out with a fleet vehicle signed out: its key stops working

    Not tested on this build yet.

  13. AV flight (v20)

    v20needs 2 testers

    Expected: A member cleared by the boss takes off and lands an NCPD or Trauma AV; an uncleared member is refused at the depot

    Not tested on this build yet.

  14. Expected: If a pilot's AV key stops working in the air, the AV is not cut out of the sky: they're told to land and have about 90 seconds

    Not tested on this build yet.

  15. Expected: Park a car, log out; after a server restart it's still there with the same damage, fuel and lock state

    Not tested on this build yet.

  16. Expected: Phone > Garage shows "Parked near <place>, <district>" and Locate sets the GPS to it

    Not tested on this build yet.

  17. Expected: In the driver seat, Y (or B / ALT > Vehicle) puts the key in and starts; a key in your pocket alone doesn't start the car

    Not tested on this build yet.

  18. Expected: Stopped: Take key puts it back in your pockets and turns the engine off; moving: refused

    Not tested on this build yet.

  19. Key left in (v21)

    v21needs 2 testers

    Expected: Get out with the key in: one warning as you walk away; another player can get in and drive off

    Not tested on this build yet.

  20. Expected: Locking from outside needs the key in your pockets; with the key in the ignition you can't lock it from outside

    Not tested on this build yet.

  21. Expected: Boss or fleet manager: J > boss office > Fleet: pick a vehicle and a nearby member, the key is cut (150 from faction funds); it keeps working after clock-out

    Not tested on this build yet.

  22. Member leaves with keys (v21)

    v21needs 2 testers

    Expected: Fire a member who holds fleet keys: the boss gets a phone alert recommending a re-key; Re-key (500) kills every copy

    Not tested on this build yet.

  23. Expected: Boss office shows where every vehicle is (GPS), who has keys, and each vehicle's log (drivers, key left in, where parked)

    Not tested on this build yet.

  24. Off-duty fleet driving (v21)

    v21needs 2 testers

    Expected: Driving a fleet vehicle off duty works, is logged, and the boss is told

    Not tested on this build yet.

  25. Expected: A wrecked fleet vehicle can't be taken out until the boss pays Send for repair (or a mechanic fixes it); walking away and back doesn't fix it

    Not tested on this build yet.

  26. Expected: NCPD and Trauma tablets have a Fleet tab; a plate search shows where a car is parked and "Key present" when the key is in it

    Not tested on this build yet.

  27. Expected: Hovering in an AV: Y, Stop engine and Take key are refused until you've landed

    Not tested on this build yet.

  28. Expected: Start your car, get out: the engine keeps running (and anyone at the wheel can drive off on the key left in). Stop the engine first, get out: it stays off

    Not tested on this build yet.

Faction bases

One tester per faction is ideal. Bases are new: their spots haven't been walked yet.

  1. Expected: Each faction base shows its prompts (duty, locker room, armory, stash, boss office, depot) where you'd expect them; note any that are inside a wall, floating or far off

    Not tested on this build yet.

  2. Expected: Members can change outfits at their base's locker room; non-members get no prompt

    Not tested on this build yet.

  3. Expected: Clocking in gives the shift's kit; clocking out takes back what's left of it, and nothing you bought yourself

    Not tested on this build yet.

  4. Kit stays with the job (v20)

    v20needs 2 testers

    Expected: Issued kit can't be sold, given to another player, dropped or put in a stash

    Not tested on this build yet.

  5. Faction stash (v20)

    v20needs 2 testers

    Expected: The base stash opens for members with the right rank and nobody else

    Not tested on this build yet.

Housing

Two testers help (residents, keys, guests). Note the building and unit number you tested.

  1. Agency listings (v22)

    Agency, Kabukiv22

    Expected: The agency desk lists free homes by building with price and weekly rent; Phone > Home shows the same listings

    Not tested on this build yet.

  2. Expected: Rent at the desk: first week plus a one-week deposit are charged; you get a house key and the home shows in Phone > Home

    Not tested on this build yet.

  3. Expected: Buy outright at the desk (bank first, cash if short): no rent; Phone > Home says you own it

    Not tested on this build yet.

  4. Going in (v22)

    v22needs 2 testers

    Expected: E at the building entrance > Go in takes you into your own unit; another tester's unit in the same building is a separate copy (you can't see each other)

    Not tested on this build yet.

  5. Expected: E at the exit puts you back at the building entrance, in the normal world

    Not tested on this build yet.

  6. House key (v22)

    v22needs 2 testers

    Expected: Give your key to another player: they can get in; Phone > Home lists your keys

    Not tested on this build yet.

  7. Residents (v22)

    v22needs 2 testers

    Expected: Add a resident in person (they confirm); they can use the stash, fridge, wardrobe and bed; remove them from Phone > Home while they're offline

    Not tested on this build yet.

  8. Guests walked out (v22)

    v22needs 2 testers

    Expected: Someone in with a key but not a resident is walked out about a minute after the last resident leaves

    Not tested on this build yet.

  9. Re-key (v22)

    v22needs 2 testers

    Expected: At a locksmith desk choose Home keys > Re-key (500, bring a working key): every other copy stops opening the door

    Not tested on this build yet.

  10. Expected: The stash opens only for the holder and residents inside the unit; the fridge refuses anything that isn't food or drink

    Not tested on this build yet.

  11. Expected: Change outfits at your closet; sleep in your bed and wake up there next time

    Not tested on this build yet.

  12. Expected: Phone > Home > Pay rent pays the next week; up to four weeks ahead; the next charge date moves

    Not tested on this build yet.

  13. Expected: Staff test: with no money a week becomes arrears plus 10%; after the grace week an eviction notice, 24 h later the locks change and belongings go to a self-storage locker (250 to collect within 14 days)

    Not tested on this build yet.

  14. Expected: Selling pays back 70% of what you paid; moving out refunds the deposit and unused prepaid weeks; your things go to your storage locker

    Not tested on this build yet.

  15. New owner, empty stash (v22)

    v22needs 2 testers

    Expected: A home that changes hands starts with an empty stash for the new holder

    Not tested on this build yet.

Insurance and papers

Two testers (a buyer and a seller, or a citizen and an NCPD officer) and a mechanic for the repair checks. Note the plate.

  1. Expected: Buying a car puts a registration and an insurance card in your pockets; Phone > Insurance shows Liability

    Not tested on this build yet.

  2. Expected: A car you owned before v22b shows Standard cover at the same weekly price, and its papers are in your pockets after you log in

    Not tested on this build yet.

  3. Read and show papers (v22b)

    v22bneeds 2 testers

    Expected: F4 > Use on a registration or card reads it or shows it to someone nearby; the paper isn't used up

    Not tested on this build yet.

  4. Ask for papers (v22b)

    v22bneeds 2 testers

    Expected: On-duty NCPD: ALT > Ask for papers; the citizen chooses to show or refuse; the officer sees the live check

    Not tested on this build yet.

  5. MDT cover and mismatch (v22b)

    v22bneeds 2 testers

    Expected: MDT plate search shows the cover and the registration on file; a registration shown by someone who isn't the owner is flagged

    Not tested on this build yet.

  6. Expected: Phone > Insurance changes the tier (limited to one change per 10 minutes, 3 a day) or cancels; the premium on the next bill matches

    Not tested on this build yet.

  7. Repair claim (v22b)

    v22bneeds 2 testers

    Expected: A mechanic repairs your insured car and invoices you: you pay the 250 excess, the insurer pays the rest up to the cap; Phone > Insurance lists the claim

    Not tested on this build yet.

  8. Expected: Taking a wreck out of the garage with Comprehensive costs you 250; without it, the full repair

    Not tested on this build yet.

  9. Theft claim (v22b)

    v22bneeds 2 testersstaff only

    Expected: Car really stolen by someone without a key, reported on the phone, claim filed: it waits 48 h and is held for staff; found before then, the claim closes

    Not tested on this build yet.

  10. Transfer title, sold (v22b)

    v22bneeds 2 testers

    Expected: ALT > Transfer title with a price: the buyer accepts and picks a cover; the money moves only when the title does; new registration for the buyer

    Not tested on this build yet.

  11. Expected: A gift (price 0) works; choosing to keep the trunk sends its contents to the seller's lost property at a DMV counter

    Not tested on this build yet.

  12. Transfer refused (v22b)

    v22bneeds 2 testers

    Expected: A wrecked or occupied car can't be transferred; the seller is told why

    Not tested on this build yet.

  13. DMV counter (v22b)

    Westbrook Motorsv22b

    Expected: At Westbrook Motors: replace a lost registration (250, the old one is void) or card (free), change cover, collect lost property (take-out only)

    Not tested on this build yet.

  14. Expected: Cars the insurer owns are for sale at the DMV counter; buying one gives a key, a registration and Liability

    Not tested on this build yet.