Season Zero: The Invasion is Live

Season Zero: The Invasion is Live

Introduction

The Forum took the streets. Now they're holding your loot. Season Zero is the first time the full extraction loop runs end to end in Wiami: drop in, fight through Breaches, fill your backpack, and make it back alive to keep what you earned. Everything in this season runs off-chain on test currency and test assets, so the stakes are real without touching the gear in your wallet. When Season Zero ends, your MILD balance and every piece of gear you acquired during the season is wiped, and your onchain assets return to your in-game inventory. This is the stress test before the economy goes onchain for real.

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The full loop

One Rule Above All

Cargo only becomes yours when you secure it. MILD locks when you bank it at the ATM, Shards once they're extracted into gear and stored. Until then it sits in your backpack at risk. Die before then and it's gone, dropped where you fell for other Wilders to grab. Your loadout survives, so you run again the second you respawn.

The Loop

You spawn into a live instance, up to six Wilders sharing the same streets. Breaches seed across the map at different times and places. You move, you clear them, you kill agents, you loot, and your backpack fills. Then comes the hard part: the trip back. For Season Zero the extraction point sits in Agora Alley. Bank your MILD at the ATM. Extract your Shards at the Neural Station. Drop your gear into City Storage and it's permanent. There's no limit on how long you stay in or how many Breaches you stack back to back. The longer you run, the heavier you get, and the more you lose if you don't make it out.

Main Interactions

Between runs you reset, fuel up, fix your car, restock, and turn your cargo permanent before you drop back in.

Relay 24. Stock up on Health and Ammo at the consumable shop in Agora Alley before you go on a run. Carry them in your backpack at risk, or hold a small reserve safe in your loadout.

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Bank MILD. Drop your MILD at the ATM. Banked MILD is locked in and added to your balance. Yours to keep even if you die later in the run.

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Extract Shards. Run your Shards through the Neural Station, where they convert into gear. Banking MILD is instant. Shards aren't. The gear they become still has to reach Storage before it's yours.

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Store It. Move everything into City Storage. Only now is it permanent. One sequence, no checkpoint, no safe point until it clears.

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Repair. Refuel. NOS. Service your car at designated stations before you roll out. Top off the tank, because run dry mid-run and you're on foot, and on foot you're an easy mark. Load nitrous for the trip back, since the run to extraction is the most dangerous part of any run and a full tank is the difference between making the door and dying at it. Patch your damage too: take a car into a Breach and bring it back beat to hell, and it won't survive the next drop.

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Z Vision

Hold Alt to switch into Z Vision, a heat mapping view laid over the environment. The world reads back as heat, giving you a different way to scan your surroundings and pick a Breach apart before you move. Drop it the moment you let go. It's there when you want a read on the space around you and gone the second you're back to the fight.

Three Inventories

Your loadout is the gear you fight with: weapons, armor, attachments. It never drops, no matter how many times you die. Your backpack is everything you're carrying this run, and all of it is at risk. Storage is what you've extracted or own, and nothing there can ever be touched. Shards, loot, and MILD are cargo, and cargo can ride in your backpack or be stored. Anything in the backpack is exposed, even items you pulled back out of Storage. A small consumable reserve and your loadout is the only thing you can carry safe. Sizes are locked for Season Zero to keep the economy clean. Bigger backpacks come later.

XP and Leaderboard

Season Zero tracks two separate things. XP is your rank and your leaderboard. A failed run still pays out, because you earn XP for kills, headshots, assists, and every piece of loot you extract. The one bonus that requires you to actually make it out is the successful extraction payout. Dying costs you that extraction bonus and your cargo, nothing more. There's no death penalty on XP. Never lose points. XP is an active experiment in Season Zero and will evolve over time.

XP buys rank and nothing else. It does not grant gear. It does not grant power. Gear and wealth come from cargo.

Every player resets to Bronze. XP climbs five ranks of a thousand points each, broken into five subranks of two hundred: Bronze, Silver, Gold, Platinum, Diamond. WILD opens at 5,000 and keeps climbing on the same interval with no cap. There's always another rung.

The Handshake

There's no team system. When two players meet in a Breach, you choose: cooperate or attack. That's the handshake. Killing another player pays zero XP. The only thing you get is their cargo, and you still have to extract it to keep it. So every kill makes you heavier and turns you into a bigger target. Taking someone out isn't a win. It's a target you carry on your back all the way home.

What You're Carrying

MILD is the test currency. It drops from agents and players, banks at the ATM, and only spends once it's banked. Shards are extractable items that drop the same way, convert into gear at the Neural Station, and come in six rarities from Common up to WILD. Consumables get used mid-run, and right now Health and Ammo and Grenades are live. Carry them in the backpack at risk, or hold a small reserve safe in your loadout. Lose a run and all of it, MILD, Shards, consumables, drops with your backpack for whoever finds it first.

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Respawning

Die and you wake up at the Nexus Medical Center with your car. Your backpack stays where you fell, but your loadout and your ride come back with you.

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What's Coming Next

Season Zero is the foundation. Here's what gets built on top of it.

Dailies. Daily tasks are coming back, refreshing every day with new objectives that pay out real WILD. Run them in a streak and a multiplier stacks on top, so the more consistently you show up, the more you earn. This is where the ability to earn real WILD comes back into the game.

Deeper Gear Utility. Every piece of gear gets stats. That turns your loadout from a kit into a build: work toward different classes, run different configurations for different playstyles, and find the emergent setups the game didn't hand you. What you equip starts to define how you fight.

The Full Island. The whole island is already in the project. Next we open it up: deeper traversal across Wiami and new locations coming online one by one, expanding where you can run and what's worth the trip.

Deeper Breaches. Key locations like Droid open up, the start of more loot-heavy runs worth taking. The HydroLink and Beginning maps come online here too, opening up the deepest, highest-risk runs in the city for the players willing to go that far in.

The Satin Passage. A player to player marketplace. List your gear, buy from other Wilders, and let loot move between players instead of sitting in storage.

Garages, Apartments, and the Armory. Unlock garages and apartments in the city for deeper storage and deeper vehicle utility. The Armory comes online alongside them, where you paint your gear and dig into deeper crafting: scavenge resources from destructibles around the map, uplevel your kit, and configure gear the way you want it.

Character Customization. The Avatar Creator is coming, along with clothing and gear that sits separate from the Trinity and the gear inside Packs. Your Wilder starts to look like you.

Ownable Agents. Own agents and deploy them autonomously into the city. Even when you're not playing, your agents run as Breach opponents across the map on your behalf, and you earn a share of the loot they pull from the players they defeat. The city keeps working while you're gone.

Patch Notes

Latest fixes and additions in the Invasion build.

Map and Minimap

  • Breaches now show correctly on the minimap, with a fix for icons not appearing
  • Added map icons for the Token Machine, plus Vendor, Shard, and Stash shopkeepers
  • Fixed Police and Hospital signage
  • Fixed the minimap dropping out in parts of the world, and turned it on in the metro
  • Cleaned up the map legend and overall map design

Backpack, Stash, and Loadout

  • Fixed multiple item duplication exploits when moving items between backpack, stash, and loadout
  • Fixed backpack resetting when leaving the Open World
  • Fixed backpack items reappearing in the lobby after a run
  • Fixed items bought from the vendor not landing in your backpack
  • Loadout slots now support swapping an occupied slot directly from the backpack
  • Added health and grenade slot handling to the loadout

Extraction and Economy

  • Confirmed extractions now grant the reward straight into your backpack
  • Added shard drag-and-drop into the extraction slot, with source tracking from backpack or stash
  • Fixed a shard extraction exploit that let you spend after a slot reset
  • Fixed MILD balance not updating correctly after banking
  • Opened packs now persist to your stash

Vehicles

  • Added a prompt to press R to recover a flipped vehicle
  • Fixed hitting agents or objects cutting off the car radio

Stability

  • Fixed multiple crashes tied to the stash, store items, grenades, and the vendor widget
  • Fixed a bug where the backpack stayed open and locked up the game
  • Various packaging and build fixes

What This Season Is

This is the foundation, live and in your hands. Breach, loot, run it back, secure what you carried, climb the ladder. Everything downstream, the dailies, the gear builds, the full island, the agents working while you sleep, gets built on the loop you're playing right now.

Season Zero runs off-chain on purpose. It's a stress test, and you're the ones running it. We ship fast and we ship in public, so expect rough edges and expect us to fix them in the passes that follow. Push every system until it breaks, then tell us what broke.

When it ends, the slate wipes clean and the real economy comes onchain. What you learn here is what you'll carry into it.

The Forum thinks the city is theirs. Go take it back.

With blessings,

The Wilders