Scaffold 22 is a web-based interactive story set in the distant future. You take on the role of Vine, a former mercenary lieutenant turned abomination hunter, on a quest unravel an ominous conspiracy. The game can be played by visiting the homepage listed on the profile.

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The Cyberpunk

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The Visionary


"You've got the wrong idea about the Cybercult. We were never many. A few thousand at most. Corpo employees, tech students, the odd machine smith, all just a bunch of usual cypherheads. Only thing keeping us together was the idea we could beat the system, if not in real life then on the net. That was the whole premise: stay anonymous and beat the system by refusing to follow it."

- Cultist to Vine, on the Cybercult

Representing a player character who's grown weary of the endless cycle of corporate greed and religious tyranny, the Cyberpunk archetype is a fiercely independent pariah who chose to shuck social norms and instead pursue truth and justice on a habitation platform devoid of either. Knowing that no institution or corporation can be trusted, the Cyberpunk prefers to act alone, relying on cyber technology to strike hard - and cryptomantic algorithms to hide their tracks.

Server Tomb
Unofficial Cybercult HQ

Allegiance & Skills

"We's all had it tough since the Cult's gone backwards..."

- Cultist to Vine, on the Cybercult

By implication, the Cyberpunk is closely tied to the Cybercult, a loosely knit association of technomages and cryptomancers who've dedicated their lives to resisting the status quo through virtual and the occasional physical act of vigilante justice - or anarchistic terrorism as authorities would deem it. Though somewhat weakened of late, the Cult and the cypher culture it's spawned on Scaffold 22 are still strong, and the Cyberpunk will quickly learn to make use of these connections as they pursue their personal brand of justice - be it by exposing the plot's central conspiracy for all the galaxy to know, or simply punishing those who deserve it by whatever means they deem appropriate.

EPROM Club
Heart of Cypher Culture

Moreover, as a former abomination hunter, the Cyberpunk has acquired a wealth of combat skills otherwise seldom found among Cybercultists. They can not only go head to head with the best mercs the Hegemony's assets can buy, but they can also make use of their sanctioned status to circumvent hurdles the average citizen of Scaffold 22 would be unable to overcome.

Coupled with the Cybercult's access to advanced technology and cybernetic augments, the Cyberpunk is a force to be reckoned with, and quite possibly the Cybercult's most valuable asset on Scaffold 22. They're not without their faults however, and constant exposure to the dirty little secrets of the world they live in is more than likely to leave the Cyberpunk cynical and jaded. After all, how important is the noble goal of truth and justice in a world that seems to care nothing for the concepts?

Ashlake Cyberware
Where Cynical Transhumanism Begins

The Cyberpunk's dedication to their cynical brand of vigilante justice and crypto-anarchism is represented in their InZtinct sheet, which groups skills into three loose categories:

Vigilante

Having realized the only brand of justice that matter is the kind dispensed in cold blood, the Vigilante has honed their skills with sidearms, assault rifles, and even exotic weapons such as arc-blades to perfection. There's no cure to corruption like a swift kill - and a cynical smirk.

Technomancer

All too aware that momentum and anonymity are the key to success, the Technomancer has devised a technological solution for every problem they might face in the field - from the social engineering attack that gets them inside to the virus that wipes all trace of their presence after.

Hunter-Killer

Suspicious and slow to trust, the Hunter-Killer has decided that the best way to survive Scaffold 22 is to be the meanest cyborg on the block. After all, almost every social problem can be solved with a good pistol and enhanced vision - or, failing that, a clenched power fist to the face.

Regardless of how the Cyberpunk makes use of the skills and technology at their disposal, one thing is certain: they're best off alone - and not telling anyone who they're really in league with. After all, transhumanism isn't exactly endorsed by the Church of Eden and association with the Cybercult is grounds enough for a full criminal investigation. Even if it weren't, you can't trust anyone when the Hegemony can buy anyone's loyalty. Anywhere. At any price.

...and when loyalty isn't for sale, this happens

Beyond Beta 7

Just last week, version 0.7 released, complete with a lot of new content - and the usual long list of unfixed bugs. And after every release I seem to write the same sentence: they will be fixed in future. And there'll be more art. And missing content will be added. And and and... well, this time around that's actually true, because there will be no more major content or feature additions to Scaffold 22.

Which could mean the game is finished, though that isn't the case. For the first time since Scaffold 22 was launched, there's time to work on refining existing mechanics and adding features to polish off the experience.

A good example of such a feature is 'Sub-Null' interference; basically a horror game-esque UI screw that occurs when the player is near something unsavory. This isn't just a visual gimmick though. It's coupled to an ambush mechanic which allows certain abominations to attack the player without a combat prompt, stealing their first strike - an addition that makes abominations considerably more dangerous as the game progresses.

Surprise!

A number of other features and mechanics are being worked on too, such as UI feedback in combat and while navigating the game world to denotes the player's physical state - i.e. intoxication makes the UI bar sway slightly. Combat balance is finally being worked out in detail. Gear upgrades are getting fleshed out. There's also considerable effort going into tweaking and illustrating scenes and actions that previously lacked a visual flair.

Such as this...

...or this

In previous iterations, content and gameplay experience were expanding a little too fast to focus on detail. Now that content is more or less static, there's finally time to figure out what touches are needed to improve the quality of Scaffold 22 in all those regards which were previously ignored. The goal is to present the best story and gameplay experience that is possible given the medium, and preferably eliminate all those game breaking bugs which keep cropping up.

There's still a lot to be done, but development has reached the final phase - and Scaffold 22 is getting closer and closer to becoming more than just a glorified text adventure. I'll be the first to admit I never thought this day would come. But this project is getting very near to the illustrated RPG it's supposed to be, and the plan is to wrap it all up before the end of the year (hopefully before funding runs out - seriously, if anyone wants to lend a hand there, I wouldn't mind, but that's grasping at straws).

Anyways, why not give the Beta 7 release of Scaffold 22 a try? It's available, free to play on any internet capable device at:

The Visionary

The Visionary

News 0 comments

Introducing the Visionary archetype and announcing the release of Scaffold 22 Beta 0.7.

The Gladiator

The Gladiator

News 1 comment

Presenting the Gladiator Archetype and introducing Scaffold 22's Arena Feature.

Beta 0.7 Progress

Beta 0.7 Progress

News 0 comments

In which we examine the major additions to Beta 0.7.

The Voidheart

The Voidheart

News 0 comments

Beta 0.6.1 Release - and introducing the Voidheart.

Comments  (0 - 10 of 11)
Xamp
Xamp

I don't know if this is the right place to ask but i'm having a bit of a problem. Nothing bug related though.

So i had this neurointerface node thing installed, so i could go to the EPROM club and do some investigations for the sidequest. But now Anska refuses to talk to me because i apperently am too much of a machine now and she tells me to remove it.

I'd like to do that, even if just to talk to her about the main and a side task, although i wouldn't mind keeping it or reinstalling it right after. I can't figure out where i could get this thing removed though. Funny enough, SHE was the one that sold me that node thing in the first place but whatever.

But so far, gotta say, this is pretty top notch quality for a completly free game. I had a dig at a text adventure game, also trying to do the whole cyberpunk thing, that actually costs real money and it was the most linear crap and would not let you do much other than EXACTLY what it wanted you to do AND it had a lot more spelling mistakes than this game. Anyway, any help would be appreciated, thanks.

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mololu Creator
mololu

This appears to be a (admittedly very annoying) bug. Neuronodes and cyberskel were incorrectly flagged as visible cybernetic implants. Unfortunately, there's currently no way to remove them as the nodes were not intended to block access to Anska. Will be fixed in the next release.

If you find any more issues, please do report. And glad you're enjoying the game!

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Xamp
Xamp

Turns out it IS bug related.
Oh well, i hope it won't get in the way too much until the next release.

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mololu Creator
mololu

It will probably block a rather major mission unless you take a specific alternate path. So I've uploaded a quick (and stupid) workaround.

If you have neuronodes installed and go to your apt, then listen to music, it will remove the augment. This will allow you to speak to Anska again.

Bit of a hacky solution but it should solve the immediate problem.

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Xamp
Xamp

Okay, i'll check it out. By the way, i discovered another bug.

After you deal with the problem Cel has with her supplier, she can bring it up if you have a conversation with her at her place. Problem is, you have nothing to select to get out of the conversation.
I got around it by refreshing the page, which gave me another randomly selected piece of conversation that let me exit out of it.

Edit: Tried it out but i still have the aug installed.

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Xamp
Xamp

I've been having a bit of a problem with the game. This time it's really nothing bug related.

Basically, i kept getting into situations of finding weapons i'd like to take. But that ment abandoning my current primary weapon, or reloading a previous save file only so i could store my primary weapon and hope the same event happened again the same way.

So yeah, thats my biggest problem, besides not being able to talk to Anska, losing my weapons all the time for different ones, that work differently and having no easy way to store them before getting the new ones.

Edit: Just found another bug. You can't use the service of the cryolounge since you'll get stuck in saying something along the lines of "I'd like the basic treatment" over and over, because selecting the only option "lean back and relax" loops you back to the same piece of dialogue as before.

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HornetS
HornetS

Love the game though I really don't understand how the whole hacking thing works. The re-released version is awesome: I love the new stuff.

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mololu Creator
mololu

Thanks.

Hacking is a work in progress; it's supposed to be a minigame but at present the puzzles are just ASCII strings converted into various encoding formats (binary, hex, base64). It needs a rework.

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Raygoza
Raygoza

Looks interresting.

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Raygoza
Raygoza

When do you think the best time to play this game will be?
I mean after which update?

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mololu Creator
mololu

Whenever you like :)

The story is intended to be episodic, so you can play part I, keep the save file at the final screen, and continue on once part II is released, and so on.

the gameplay/story will be pretty much fleshed out for each release, though future updates will probably improve on issues with earlier releases as they become known (or I find better ways to solve problems).

I'll be writing up a launch announcement later today or tomorrow that explains the concept in a bit more detail.

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Scaffold 22
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RAGE Productions
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