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Grid Feature Timeline?
I don't know.

I don't want to come across like an asshole, but I guess I'm just wondering what the timeline currently looks like for new Grid features. I know there's more planned, and the people who're able to develop for the Grid have lives that obviously come first, it's just at the moment there seems to be very little interest in deckers or the Grid in general. I was hoping, perhaps naively, that Grid 4 would bring about some kind of renaissance where people would start to care, but so far that hasn't really been the case. It's just a shame that such a cool aspect of the game goes entirely ignored by 99% of the playerbase for reasons that I genuinely can't wrap my head around. I can't really blame anyone for not exactly prioritizing Grid features when nobody playing the game seems to care.

Maybe we can use this thread for discussing things we'd like to see in Grid 4? I don't know.
Some kind of social feature that can't just be "done better on SIC" would (hopefully) drive more Grid activity, maybe?
Personally, I think the worry about balancing systems and what the grid is even connected to is a bridge the game needs to cross.

I try to do stuff with deckers, but a lot of it is underwhelming or the need very specific case and not really constant. Deckers probably get the sindome shrug more than someone being bombed.
Happy to hear new suggestions for the grid in the ideas forum.

As for features, I don't have any planned right now beyond a few qol fixes that have already been flagged and any big fixes that come up. I dedicated about 1/4th of last year entirely to Grid 4. Can't spend all my time there though.

Aside from a bit of Mench and Kard contributing where they can, it's just me developing and maintaining the entire game (new features and enhancements for players and admin, bug fixes), and the website, and the web client, and maintaining all our node services and infrastructure in AWS.

That means I split my time between a lot of things on top of any time I spend on non coder administration tasks for the game.

That's 20-30 hours a week on average. Some weeks more like 30-40 when I'm staying up until 4am writing code for y'all. It's a part time job at best and a second full time job at least half the time.

Same goes for the rest of the staff as well! And like the rest of the staff, Sindome isn't my only hobby or project (or job).

I welcome ideas and suggestions, but I need everyone to update their expectations as to how much a single developer can reasonably do. I treat Sindome as a marathon, not a sprint (even if I do occasionally take a vacation and spend an entire week just writing code because I enjoy it). And it's a marathon because it requires me to make time for it just about every day of the year.

But as I said that time has to go in many different directions to make progress on many different things. It's a labor of love. So be patient with us as we all wish we had more time to give the game, but life is what life is.

If any of you hit the lottery and want to give Sindome a fat endowment so we can retire, we welcome that too!

(Edited by Slither at 9:52 pm on 7/13/2026)

(Edited by Slither at 9:54 pm on 7/13/2026)

Thanks for the response. Yeah, it's completely understandable why it's taking a while, I understand you all have lives and day jobs and a bunch of other shit going on.

I have been making a few Grid-related threads in the Ideas forum somewhat recently, a few more far-fetched than others, but I think a small one that would potentially help Grid activity is splitting topics into pages, so when you read one you aren't just flashbanged with the entirety of what could be an extremely long thread.
Yep it's on my list!