
In the shadowed alleys and neon-lit streets of Yokohama, respect is earned with fists, not words. By day, students at Minatogawa High try to stay out of trouble — but in a city ruled by rival crews, that’s easier said than done. At night, the real battles begin: turf wars, broken friendships, and bonds tested by loyalty and love. In a world where your name is everything, one wrong move can change your life forever.
Played | 1 times |
Cloned | 1 times |
Created | 9 days ago |
Last Updated | 5 days ago |
Visibility | Public |

Daiyama Mall Ruins
Once a luxurious mega-mall, now a shattered concrete husk. The Daiyama Mall Ruins have become a battleground for gang duels and underground tournaments. Every cracked floor holds echoes of brutal clashes and legendary fights. Neutral ground, but danger always lurks beneath the surface.

East Library District
rare calm in Kurokawa. This peaceful quarter is lined with old libraries, herbal clinics, and quiet cafes. The Glass Garden maintains this zone as a safe haven — a spot for healing, information gathering, and regrouping. Violence is frowned upon, and knowledge is the currency.

Forge Warehouse Gym
An old metalworking plant turned brutal training ground. The Forge uses this warehouse to forge warriors through sweat, discipline, and relentless sparring. It’s not just a gym — it’s a crucible for leaders, with a culture of honor, respect, and pain earned through effort.

Iron Flats
A crumbling residential zone deep in Red Circle territory. Iron Flats is a maze of rusted balconies, flickering streetlights, and claustrophobic alleys. It’s a place for those hardened by poverty and power struggles — outsiders don’t last long. The locals enforce loyalty with fists and fear.

Kogane Park
Once a public space, now a lawless sprawl of weeds, cracked pavement, and tagged-up playgrounds. The Wild Hounds call it home — they fight, chill, and challenge one another here. It's both proving ground and sanctuary for chaos. Cops don’t patrol, and rival gangs avoid it unless provoked.
Kurokawa Ward
Kurokawa Ward is a gritty, neon-splashed district on the edge of Tokyo’s sprawl — a place where concrete jungles meet rusted rooftops, and silence rarely lasts longer than a passing train. It’s a city ward that never quite healed from the economic drop-off of the late 2000s, leaving behind half-abandoned shopping centers, graffiti-covered alleyways, and fractured communities trying to rebuild their own order. During the day, it buzzes with life: ramen carts in the backstreets, shop shutters rattling open, and students from rival schools passing each other with silent stares and clenched fists. But at night, Kurokawa becomes something else entirely — a battleground of factions, philosophies, and unspoken grudges. Every corner has a name, every rooftop holds a story, and every streetlight casts shadows that seem to move. In Kurokawa, strength speaks louder than authority, and your reputation is carved not in ink, but in bruises. Yet beneath the tension, there’s beauty.

Rooftop Loop
A high-altitude network of interconnected rooftops across Kurokawa. Scouts, runners, and assassins use the Loop to move unseen. It’s unofficial territory, fiercely contested during chases or ambushes, and essential for those who value speed, stealth, and escape.

Sakura Hill Cemetery
The resting place of warriors and civilians alike, Sakura Hill is sacred ground. Though neutral, it is not lawless — duels happen here under strict code. Factions honor fallen friends and foes alike, and some say the spirits watch over every oath, blade, and blow.

Tenno High School
The central school of Kurokawa and a tense neutral zone. All factions send their youth here, making it a daily powder keg. Rivalries erupt in hallways, rooftops, and the gym, where lines between education and conflict blur dangerously. Despite the tension, no gang dares claim it — yet.

Underspine
A hidden web of tunnels beneath Kurokawa. Used by the White Vultures for ambushes, getaways, and smuggling, the Underspine is dangerous even for them. Collapsed pipes, flooded chambers, and pitch darkness make it a test of nerve, memory, and navigation.