City anatomy
Every building has a job.
Infrastructure establishes the rules of the city: where souls arrive, how Hellfire travels, which districts grow, and whether residents remain loyal when pressure rises.
Core infrastructure
The infernal toolkit
Current prototype balance. Upkeep, income, and environmental values apply per simulation cycle. Construction times are active game time and may change during balancing.

Soul Gate
Receives every soul wave and dispatches carts into the road network.
- Unlock
- Ring I · starting building
- Type
- Unique · protected · 5×5
- Base soul wave
- 12 → 180 souls / 30 sec
- Base gate buffer
- 80 → 1,000 souls
- Cart capacity
- 8 souls

Black Seat
Administrative heart of the domain. Zoned growth must connect to its road network.
- Unlock
- Ring I · starting building
- Type
- Unique · protected · 4×4
- Hellfire
- 4 consumption
- Network role
- Anchors connected growth

Ember Reactor
Generates the Hellfire that powers buildings, services, and district growth.
- Unlock
- Ring I · 3×3
- Build
- 250 Obols · 45 sec
- Upkeep
- 6 Obols / cycle
- Output
- 60 Hellfire
- Emission
- 10 Ash / cycle
- Repeat cost
- +15% each reactor

Soul Store
Buffers deliveries so processing districts survive uneven soul waves.
- Unlock
- Ring I · 3×3
- Build
- 180 Obols · 30 sec
- Upkeep
- 2 Obols / cycle
- Hellfire
- 4 consumption
- Capacity
- 160 souls

Grand Cult Basilica
Regional cult service for the enormous upper-caste city.
- Unlock
- Ring VI · 4×4
- Build
- 65,000 Obols · 10 min
- Upkeep
- 170 Obols / cycle
- Hellfire
- 210 consumption
- Jobs
- 8 Imps · 16 Lesser · 4 Nobles
- Service
- Cult · road range 80

Void Purifier
Regional environmental service for mature, heavily industrialized sectors.
- Unlock
- Ring VI · 4×4
- Build
- 60,000 Obols · 9 min
- Upkeep
- 160 Obols / cycle
- Hellfire
- 200 consumption
- Jobs
- 14 Imps · 10 Lesser
- Cleaning
- −30 Ash · −20 Corruption
- Radius
- 24 tiles

Eternal Carnival
High-capacity entertainment for a late-game metropolis.
- Unlock
- Ring VI · 4×4
- Build
- 55,000 Obols · 9 min
- Upkeep
- 150 Obols / cycle
- Hellfire
- 190 consumption
- Jobs
- 12 Imps · 12 Lesser · 2 Nobles
- Service
- Entertainment · road range 80
Buildings that evolve
One lot. Several visible stages.
Zoned buildings grow through five tiers. Great Projects are completed in four permanent construction phases. Each development family below has its own section with every appearance and the binding prototype statistics.












































