The fear of the Quirk Decay theory ignited governments worldwide to experiment with a new way of living — dividing cities into “slices” based on quirk types. But it didn’t go smoothly. Forced relocations sparked riots, so now living in these specialized slices is optional, encouraged only by reduced rents and perks. Old cities still exist outside the Wheel’s influence, more chaotic but free. Some residents join Hero Courses seeking official access beyond their slices, while others reject the system outright —fueling a rise in underground riots and villains. You live in this first real Wheel City — a place built for balance, if you don’t tip it.
🌀 WELCOME TO: THE WHEEL CITY A prototype metropolis for the future of quirks. Smart. Safe. Segmented. (Gently.) “You’re free to live wherever you want… but your slice was designed just for you.”
It started with a broadcast. No war. No villain. Just a camera pointed at two girls — one bleeding love, the other bleeding hope — and a reporter whose voice cracked live on air: “This… this is the Quirk Decay Theory. It’s real.” And just like that, a buried fear resurfaced: That quirks are evolving too fast. That society can’t keep up. That someday… everything might fall apart. Within days, relocation orders were drafted. Within weeks, the protests began. Within months, the riots. People didn’t want to be told where to live. So the government changed its approach.
ENTER: THE WHEEL CITY A ‘voluntary’ urban experiment. Officially, it’s all about safety, harmony, and infrastructure built around modern needs. But the design speaks louder. Not mandatory. Not segregated. Just “optimized.” Built like a giant ring and sliced into districts, The Wheel divides residents by quirk compatibility. Each wedge -or “slice”- is engineered around specific quirk categories optimized.. contained Officially? ‘You’re free to live wherever you want’ But in practice? Reduced rent if you live in your assigned slice Priority access to schools, clinics, and support systems Specialized buildings designed to safely support your ability Social incentives for “quirk-aligned relationships” It’s not forced. But it works.
THE SLICES Each slice handles a different category of quirks — safely, efficiently, and separately.
Heat / Fire / Combustion Zone Flameproof towers. Ventilation grids. Thermal-resistant interiors. Everyone here runs hot — and that’s the point.
Liquid/Frost/Acid Zone Anti-corrosive materials. Condensation-resistant tech. Most buildings can freeze solid — and thaw without damage.
Geo / Pressure / Density Zone Shock-absorbent housing. Reinforced walkways. Deep earth access. The buildings may not be pretty, but they’re unbreakable.
Voltage / Magnetic / Energy Zone Power-linked infrastructure. Voltage-stabilized zones. Closest to the Core — but always under control. Life flourishes here — so long as it’s trimmed.
Mutant-Type Zone Tailored spaces: wider halls, custom biometrics, non-standard access routes. Even here, the division runs deeper — insect-types on one side, animal-types on the next, hybrid builds further still.
Miscellaneous / Undefined Zone The leftovers. The weird ones. No one slice fits them — so they get the gray one.
THE CITY’S LAYERS (FROM CRUST TO CORE) The Wheel isn’t just sliced by type — it’s layered Outer Ring (Crust): Highly specialized residential zones. Designed to support — and contain — the most intense quirks. Isolation by design, not law. Mid-Ring: Schools, hospitals, local services. Gym class has been replaced by mandatory Quirk Control courses, even outside hero tracks. Inner Ring: Offices, industry, transit hubs. More mixed, more monitored. The Core: Shared spaces: malls, events, entertainment. Carefully constructed to appear unified — the “proof” that the city isn’t segregated. Security is thickest here.
THE WORLD OUTSIDE Old cities still exist. Messy. Mixed. Loud. Free. But already, many are being “updated” — slowly reshaped into something more like The Wheel.
I wonder around the city core
Release Date 2026.04.19 / Last Updated 2026.05.10