Last reviewed 12 September 2026
How Cold Creek's systems actually work, and what you do with them. The
rules say what you may not do; this says what you can.
CreekiPedia is written from the framework's own record of what has
shipped, not from memory. If something here does not match what you see in game, say
so in Discord and it gets corrected.
Getting started
About ten minutes, most of it choosing a name.
- Join the Discord
- Read the entry post and accept the rules. Everything else starts here, and
being in the Discord is itself rule 02.
- Subscribe
- One Workshop item pulls the whole framework. Console players subscribe from
inside the game.
- Link up
- Connect once, take the code you are given and hand it to the bot. Your account
and your character become the same person. The bridge is built in game on first
join; the website can read it but never creates it.
- Make a life
- A name, a face, one thousand dollars and a clean record. Character creation
runs immediately after the link gate lets you through.
Money
An append-only ledger. Balances are derived, never edited.
- Your accounts
- Checking and savings, both created the first time you spawn. Checking is the
only account anything spends from; savings is a place to put money, not a wallet.
- The ATM
- A six-screen flow: balance, deposit, withdraw, transfer, history. Machines are
placed around town.
- The bank teller
- What the ATM will not do. Uncapped deposits and withdrawals, and the loan desk.
- Loans
- Taken at the teller, repaid from checking.
- Savings interest
- Five percent every seven days, and it accrues while you are offline. A daily
sweep keeps the history from growing without bound.
- Cash
- A real item in your inventory, not a number on a screen. Withdrawals arrive as
cash, bundles merge when you pick them up, and cash survives a reconnect. It can
also be taken off you.
- Getting paid
- An income tick pays you automatically while you are on duty. Vendors can be set
to take cash, take the account, or accept either.
Your phone
A carryable item with a grid of apps.
- Opening it
- A keybind brings it up. It is an item you carry, so it can be dropped, stored
or taken.
- Messages
- Typed texting with contacts, thread view, chat bubbles over the sender, unread
chime and custom ringtones.
- GPS
- Where you are and how far you have travelled.
- Sending money
- Typed amounts, sent from the phone to another person.
- The rest of the grid
- Fifteen apps including keys, property transfers, feeds and the market.
Work
A job is a set of capabilities, checked on the server.
- The duty terminal
- Where you go on and off duty. Duty is what opens gated doors, pays the income
tick and puts you on the roster.
- Police ranks and divisions
- Rank and division decide what you may buy, wear and drive. The checks run
server-side at the point of purchase, not on the honour system.
- Department lockers
- Issue and return. Uniform, duty kit and the SRT locker, each gated by what you
hold.
- Fleet assignment
- Which vehicle is yours, and the routes that go with it.
- Applying
- Applications are filed and reviewed on the department dashboard. Acceptance
grants the Discord tag automatically.
Vehicles
Owned, plated, locked and recorded.
- Buying one
- At the motors lot. The ownership record is written and the plate is minted
before the car ever spawns, so there is no such thing as an unplated purchase.
- The garage
- Store a vehicle and bring it back out. What is in the boot persists with it.
- Locking
- Vehicles are born locked to their owner, and the lock covers every seat
including turrets. Vehicle theft is currently switched off at the framework
level.
- Registration and the DMV
- The plate is automatic; the registration is not. Register at the DMV terminal,
and keep it current. Registrations expire and can be suspended, and police treat
the CAD record as the truth.
- Plates
- One format, issued in sequence. There is no temporary tag and no way to choose
your own.
- Towing
- A flatbed trailer and a heavy tow truck. An unregistered car is towed rather
than argued about.
Property
Doors know who you are.
- Buying property
- Through the realty office. Ownership is a record, the same as a vehicle.
- Door locks
- The lock policy is separate from ownership, so access can be granted without
handing over the deed. A gated door replaces the ordinary prompt rather than
adding a second one, so there is nothing to walk around.
- Your address
- Your housing address appears on your driver licence and in the CAD lookup.
- Transfers
- Property changes hands from the phone.
Shops and items
Everything is a record before it is an object.
- Vendors
- Counters, pads and signs for motors, realty, the store, the gun shop, the
armoury, the fleet yard, EMS, the mod shop and the garage. Each vendor is set to
take cash, the account, or either.
- Clothing
- Four civilian stores. The pack runs to 68 tops, 48 trousers, 11 pairs of shoes
and 6 hats.
- Firearms and serials
- A gun sold over a legal counter is stamped with a serial at the point of sale.
A gun with no serial was never sold legally, and that absence is what makes it an
illegal firearm in the eyes of the law.
- Safes
- Container storage that persists. Safes are not raidable.
- Pockets
- A pocket slot that carries your ID and your phone, separately from your main
inventory.
- Deployables
- Cones, barricades and spike strips, placed from the boot of a police vehicle.
Identity
Who your character is, on paper.
- Your state ID
- Created with your character. It is what the CAD looks you up by.
- The driver licence
- A physical card you carry, with your housing address on it.
- Presenting ID
- You can hand your ID to somebody, and an officer can take it from a restrained
person.
- Your CreekLink file
- Sign in on this site to read your own record: identity, accounts, licences,
vehicles, property and anything the department has filed. Reading your own file
is Article XIII of the Bill of Rights.
Police and the law
What happens when the lights come on.
- The CAD
- Computer-aided dispatch. Calls, units, vehicle registrations and character
records, on laptops and station screens.
- Citations
- Written against your record and payable. An overdue citation prompts the
department to seek a warrant.
- Warrants
- Sought through the CAD and visible to officers. Knowing about one is the first
legitimate reason to run, under the evading rules.
- Arrest and handcuffs
- Handcuffs are an item. A restrained person cannot use their inventory, cannot
get in or out of a vehicle under their own power, and has their hands locked.
Officers escort and load them.
- Search and seizure
- An officer can search a restrained person and take what they find. Article VI
of the Bill of Rights says they have to be able to say why.
- Radar
- Dash radar with a live readout and a speed in miles per hour.
- Less lethal
- The Creek Arc stun device, with probes, wires and a laser, and tear gas
canisters that blur vision, cause coughing and drain stamina.
- Court
- cDocket. Charges are filed by the arresting officer and ruled on by a judge,
never the same person. Every offence, its term and its fine are published in the
Book of Laws.
Staying alive
The parts of the game that happen to you.
- Hunger and thirst
- Both tick down. Food and drink are items, and consumables carry modifiers.
- Injury
- A wound lasts until it is treated. EMS respond to calls once a scene is
declared safe for entry.
- Death
- Death clears what you were carrying. That is mechanical, not an honour rule, so
what you take out with you is a real decision.
- Reconnecting
- Position, health, worn kit and inventory are saved on disconnect and restored
when you come back. Disconnecting during a scene is recorded, with who you were
fighting and where you had been.
This is a first edition. It covers the systems that have shipped.
Anything wrong, missing or out of date is worth a message in Discord, and anything on
the road map that is not here yet simply has not been built.
See the road map