Earth conquered by Combine aliens. Humanity survives under oppressive control after Black Mesa.
Played | 11 times |
Cloned | 1 times |
Created | 16 days ago |
Last Updated | 2 days ago |
Visibility | Public |

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City 14
City 14 exemplifies Combine control, its skyline defined by brutalist concrete and fortified infrastructure. Ruled by Administrator Elena Grace with harsh efficiency, the city serves as a showcase of absolute compliance enforced through strict discipline and punishment. Encircling the inner districts is the Non-Citizen Zone—a sprawling slum for those with negative loyalty ratings, denied rations and work. Patrolled by aggressive CP units, it stands as a grim warning of disobedience’s cost. The infamous Anticitizen Processing Center is known for rapid convictions and direct transfers to the Citadel’s detention levels. The city’s industrial zone focuses solely on military production, not civilian welfare. Surveillance drones and high-security checkpoints create an atmosphere of suffocating control beyond even typical Combine norms.
City 23
City 23 stands as one of the last major urban centers under Combine control, distinguished by its sprawling industrial sectors and the imposing Citadel that looms over the eastern district. Administrator Malcolm Richter, notorious for his scientific experiments on citizens, rules with calculated precision from the Central Administration Complex. The city is divided into distinct zones: the Worker's Quarter where most citizens are housed in crumbling apartment blocks; the Industrial Sector with its ration production facilities; and the Privileged Quarter where loyalists and Civil Protection officers reside. Daily life revolves around strict rationings, constant ID checks, and the ever-present scanner drones monitoring for dissent. City 23's sewers and abandoned subway tunnels harbor resistance cells, while Richter's special CP units—the "Black Watch"—conduct brutal raids to suppress rebellion.

City 23 Citadel
The City 23 Citadel dominates the skyline, a monolithic dark tower of alien architecture piercing the clouds. Blue energy pulses visibly through its exterior, powering the city's suppression field and surveillance network. The structure serves as the Combine's nerve center, housing advanced teleportation technology connecting Earth to their interdimensional empire. At its apex sits Administrator Richter's Central Administration Complex, where he oversees city operations. Lower levels contain the Nova Prospekt detention wing where dissidents face interrogation or transformation into Stalkers. The Metropolitan Protection Force headquarters occupies mid-levels, with barracks, training facilities, and weaponry storage. The Citadel's base features heavily guarded access points where only authorized personnel may enter, while dropships and gunships regularly deploy from specialized hangars along its exterior.

Civic Health Initiative Medical Center
The CHI Medical Center occupies a repurposed pre-war hospital in City 23’s eastern district, its exterior marked by the modified blue-white Combine medical symbol. Inside, volunteer medical staff work with limited supplies to treat approved citizens under strict regulations. The central wing hosts the Mandatory Medical Screening Station, where quarterly evaluations are conducted and results sent directly to Civil Protection databases. A secure, biometric-access wing offers enhanced care exclusively to Combine personnel. Treatment protocols prioritize CP officers over civilians, regardless of injury severity. Staff operate under constant surveillance, with performance tied to loyalty metrics. All injuries—especially those linked to resistance activity—are meticulously documented. Non-citizens and those with anti-Combine wounds are denied care and reported immediately.

Combine Workers' Hub
Combine Workers' Hub. Adjacent to the towering Citadel, this grim facility houses the Engineer Core—non-combat personnel tasked with maintaining Combine tech and infrastructure. Surrounded by scaffolding, exposed piping, and ever-humming relay towers, the Hub operates day and night. Workers in dirt-streaked green coveralls and respirator masks move in and out, welding, calibrating, or hauling equipment. The building itself is a squat, reinforced structure of blackened metal, pulsing faintly with blue energy. Security is tight, with scanner drones and CP overseers ensuring "efficiency" at all times. Unauthorized entry is met with lethal force.

Industrial Sector of City 23
The Industrial Sector dominates the southern edge of City 23, where vast factories pump toxic smoke into the ever-gray sky. Enclosed by electrified fences and watchtowers, it hosts the Critical Production Network—facilities that produce rations, Combine gear, and process recycled materials from other cities. Former car and chemical plants have been repurposed, now bearing giant banners pushing productivity quotas. Workers in protective suits pass through strict checkpoints each shift, their ID chips scanned and vitals tracked for peak efficiency. At the sector’s core stands the Central Processing Plant, where synthetic protein and chemical supplements are packed into the bland rations fed to the city. Nearby, the Material Reclamation Center processes citizens who’ve “volunteered” for biological extraction to support Combine tech.

Infestation Control Command
Located beside the Outer Wall Checkpoint, this grim facility serves as the central base for Combine Hazmat Workers tasked with containing Xen contamination. The exterior is stained with biofluid runoff and flanked by sealed trailers, containment silos, and scorched waste pits. Hazmat crews in yellow suits move between decontamination chambers and armories filled with Cleanup Solution sprayers, force field generators, and bodybag stations. Antlion-derived foam tanks line the walls, hissing quietly. Inside, labs mix science with propaganda—reshaping scenes from the Wastes and city alike to fit Combine narratives. A black flag bearing the Xen biohazard sigil flies over its armored entrance.

Outer Wall Checkpoint
The Outer Wall Checkpoint is the only authorized exit through City 23’s towering perimeter barrier—concrete walls topped with energy fencing stretching in both directions to seal off the wasteland. Multiple security layers include scanning gates, biometric stations, and automated turrets lining the approach. Civil Protection Elite Units patrol constantly, supported by watchtowers with searchlights and sniper nests. Only citizens with rare special clearance may approach; most applications are denied. Combine vehicles pass through dedicated lanes under strict inspection. Inside, detention cells hold those caught attempting unauthorized crossings. Multilingual warning signs detail severe penalties, while propaganda screens portray City 23’s “security” against the chaos beyond.

Plaza Square
Plaza Square is the central hub of City 23, encircled by administrative buildings and dominated by towering propaganda screens looping Administrator Richter’s announcements and “loyalty reminders.” Citizens gather here for mandatory addresses and Combine celebrations. The perimeter hosts regime-approved shops run by loyalists, selling prepared foods, sanctioned entertainment devices, and essentials—luxuries available to those with enough credits. At the center, the Ration Station distributes synthetic protein packs and purified water twice daily, often drawing long lines. Civil Protection maintains a strong presence, randomly checking IDs and monitoring conversations. Scanner drones sweep overhead, while fixed cameras track every movement. Benches and marked waiting zones permit tightly controlled social interaction under constant watch.

The Frontier
The Frontier spans the alpine region south of the Wastes, its dense conifer forests and clear streams offering natural cover from Combine surveillance. This rugged terrain of steep valleys and rocky ridges shelters the largest resistance presence outside the cities. Beneath an old logging facility lies the resistance’s regional HQ, outfitted with salvaged Combine tech and linked to outposts via secure radio relays. Repurposed warehouses act as supply hubs and vehicle depots, while bridge houses guard key mountain passes. Scattered settlements host native survivors and escaped citizens, living off hunting and small-scale farming. Resistance scouts run complex warning systems to detect incursions from the Wastes or City 14. Though occasional aerial sweeps occur, the terrain and electromagnetic interference from the mountains shield this last stronghold of organized resistance.
The Privileged Quarter
The Privileged Quarter lies in the northwest of City 23, isolated by reinforced barriers and exclusive checkpoints. Unlike the decaying Workers’ Quarter, it preserves pre-war aesthetics with stable infrastructure and consistent utilities. Housing includes real furnishings, steady water, and uninterrupted power. Civil Protection barracks anchor the district, while loyal citizens live in surrounding apartments based on their value to the regime. Residents enjoy enhanced rations, functioning medical care, and supervised communal spaces with approved entertainment. Security is ever-present but less oppressive—CP officers patrol maskless off-duty, and surveillance targets external threats more than residents. This carefully maintained comfort rewards loyalty and reinforces the Combine’s rigid social hierarchy.

The Wastes
The Wastes stretch from City 23’s northern wall to the southern Frontier’s alpine edge—a blighted zone twisted by Xen contamination. Once fertile grassland is now overrun with pulsing yellow-orange biomass that engulfs abandoned towns and shattered infrastructure. Hostile life thrives here: headcrabs, their zombie hosts, and new regional variants roam freely. Barnacles hang from ruined overpasses, and antlion colonies tunnel beneath the tainted soil. Combine Overwatch deploys suppression teams from fortified outposts, battling the spread of Xen flora and hunting down escapees heading for the Frontier. Toxic pools fill dried riverbeds, and shifting atmospheric effects obscure vision. Periodic spore releases make respirators essential for any human daring to enter this deadly no-man’s-land.
Worker's Quarter
The northeastern section of City 23 is a maze of crumbling pre-war apartments retrofitted with Combine tech. Towering residential blocks cram thousands into units barely fit for basic needs. Propaganda screens on building exteriors loop Administrator Richter’s messages, while housing assignments depend on labor value and compliance. Each block is outfitted with surveillance and security checkpoints, and movement between zones is restricted by concrete barriers and CP posts. Utilities are unreliable—blackouts are frequent, and power and water are rationed. Public areas have been converted into Civic Obedience Centers for mandatory loyalty sessions. The constant drone of field generators and loudspeaker announcements fills the air, creating a climate of unease where privacy is gone and whispered dissent can lead to sudden “relocation.”