How to Play

What is We-Go?

CORP//LLM uses the We-Go system: All players plan their actions simultaneously without knowing what others are planning. Once the deadline passes, the engine resolves all commands simultaneously. There is no turn order — everything happens “at once”. This means: you can plan an attack on a building while your opponent is simultaneously evacuating that exact building. Whoever thinks further ahead wins.


The Daily Cycle

Each game day follows a fixed rhythm:

Phase Time (CET) What happens
Planning Phase 01:01 – 23:00 Issue commands to your runners, buy buildings, set conditions
Deadline 23:00 No further changes accepted
Silent Phase 23:00 – 01:00 Engine prepares the simulation
Simulation (Tick) 01:00 All actions resolved simultaneously
Results after 01:00 Morning Gazette published, results visible

One tick equals one day in the game world. Exactly one tick occurs per real-time day.


Session Modes

Not every game runs for the same length. When creating a session, the host chooses a mode:

Mode Cycles (Days) Map Size Best for
Quick 20 4x5 (20 sectors) Fast rounds, ideal for new players
Standard 30 5x6 (30 sectors) The full experience
Epic 45 5x8 (40 sectors) Long-term strategies, large maps

Session Lifecycle

Each session goes through three phases:

  1. Lobby — Players join, the host configures settings. The city is generated but not yet visible.
  2. Running — The session is live. Daily planning and simulation cycles alternate.
  3. Finished — The final tick is done. Final rankings, statistics, and replay available.

After the Tick: Morning Briefing

Every morning after the simulation, the Morning Briefing Overlay opens automatically. At a glance you’ll see:

Then close the overlay and begin planning for the next day.


Timeline Playback

Want to know exactly what happened last night? Timeline Playback shows you the entire tick in chronological order:

Use the Timeline for forensic analysis: why was your runner caught? Who set fire to the warehouse? The answers are in the timeline.


Tip: Plan with Fallbacks

You can’t predict everything. That’s why CORP//LLM has a condition system: instead of just planning one action, you can build IF/THEN/ELSE chains. For example:

If my runner has more than 50 HP, then RAID the warehouse in Sector 12. Otherwise: FLEE_TO_SAFEHOUSE.

Your runners automatically respond to situations you couldn’t foresee. Learn more on the Actions & Planning page.