CORP//LLM
Async megacorp strategy in a cyberpunk setting. Up to 20 players. One turn per day. Every decision counts.
You lead a criminal syndicate in a procedurally generated cyberpunk metropolis. Recruit runners, launder money, bribe officials, control territory — all while avoiding the attention of federal authorities.
CORP//LLM is a We-Go strategy game: all players plan simultaneously, and the engine resolves all actions simultaneously and deterministically. No real-time stress — but every mistake has consequences.
How does it work?
Each day you plan the actions of your runners. At midnight, the engine simulates the entire day — 1,440 minutes, tick by tick. The next morning you read the Morning Gazette, see what happened, and plan your next move.
Game Mechanics
Your Syndicate
| Page | What you’ll learn |
|---|---|
| Runners | Your operatives: 6 attributes, recruitment, teams, special roles |
| Actions & Planning | What your runners can do — and how to build conditional commands |
| Economy | Money laundering (PLI model), buildings, shell companies, drones |
The World
| Page | What you’ll learn |
|---|---|
| The City | Sectors, Wealth/Fear/Heat, gentrification, Fog of War |
| Institutions | 7 bribable institutions — from CorpSec to the courts |
| Morning Gazette | Your daily newspaper with leads, warnings and rumors |
Conflicts
| Page | What you’ll learn |
|---|---|
| Combat | Initiative, damage, weapons, armor, death and arrest |
| Diplomacy | Non-aggression pacts, betrayal, espionage, poaching |
| Heat | Three heat levels, Federal Escalation to indictment |
Winning
| Page | What you’ll learn |
|---|---|
| Victory Conditions | 4 ways to win — territory, wealth, politics or elimination |