Level 11 is exactly what one would expect when picturing a typical Western city. The roads are aligned in block formations, each one peppered with various metropolitan constructs. They fulfill a variety of purposes and are interconnected by secondary roads, alleyways, plazas, and parking areas. No wild terrain exists in Level 11 besides parks, nor do any large swathes of forests or plains. The building density varies from area to area. Some sections of Level 11 are comprised only of skyscrapers, while other areas have buildings which barely reach three stories. High density buildings are grouped together in multiple blocks, and subsequent blocks transition into lower densities gradually, or vice versa. Because Level 11 is most famously known as "the city level", it has led many who arrive in Level 11's more suburban lots to believe they are in another level, particularly Level 9.1 All varieties of buildings exist in Level 11. Basic apartments and offices are plentiful, while specialist structures like schools, malls, gyms, power stations, public transit stops, and museums are less so. This is a non-exhaustive list, but these are some of the most common to find, second only to basic houses, shops, offices, and factories. Though these are the most abundant styles, any type of building that exists in the Frontrooms can exist within Level 11 also. All buildings have an extremely bland and unassuming architectural style, which leaves many looking similar and some blocks identical from a passing glance. Despite the blandness, other unique features exist in Level 11, such as railway lines, subways, canals, tunnels, and bridges. Subways expand infinitely, following the same layout of the roads above and intertwining in intersections and junctions. Canals do the same, and although they start or have stations at factories or locks, they never unite with an ocean. Canals also go underground for several periods of time, connecting to subways, sewers and maintenance passageways in fashions non-standard to Earth architecture. All of Level 11's structures are indestructible on most accounts, and despite being buildings superficially, they are more akin to tall cliffs of concrete. The windows of many buildings offer no view of an interior, operating instead like dull and black-tinted mirrors. These interior-less buildings, as one would expect, are also unenterable with locked doors and generally impenetrable architecture. From comparing the averages on singular blocks, 1/3 of all buildings are indestructible and unenterable. Buildings which are open have interiors which resemble layouts typical of their building type, but they always have sparse furnishings. Appliances are fully operational, which at minimum encompasses lighting, heating, and taps. Level 11 generates its own electricity, water, waste recycling, food, et cetera, all from its specialised buildings. Places of production are entirely automated, even if the process that a product is made by is not automated itself, like sewing machines or sculpting studios. Materials that are transported across cities with no human intervention, such as power and water, are constantly transferred across Level 11 through said conventional means.2 Most materials that are not power or water make their way across Level 11 via noclipping when not being witnessed. All of Level 11 is completely self-sufficient, and despite its quiet façade, there are many processes the level undergoes to keep itself stocked. Underground shafts perpetually mine stone, small plantations cut down spontaneously growing trees, and refineries generate synthetic goods like plastic. Anything produced noclips to factories or warehouses to become goods, and when finished, they noclip to shops or directly to homes. This noclipping cannot be witnessed both with the human eye and digital surveillance, as any objects that would noclip, or are going to noclip, only do so when not observed. This fact can be exploited not only for getting a vast quantity of supplies but also for controlling whether or not they leave where they were produced. Should a substantial enough community reside in a factory, they may be able to limit or halt this exporting. While this would require multiple places to be claimed simultaneously to affect even just the local area, it is still viable and has been done in the past.
A hound appears to be a human with long black hair growing on the head. They have sharp claws, and an extremely large mouth with sharp teeth. However, this is often unseen due to the amount of hair. As mentioned, they walk on all fours, and have a lot of power when they attack a target, despite appearing sickly skinny. They have the Level 11 effect.
Like many insects, deathmoths are able to live in hostile environments, including places where humans can't. However, due to the size of females, places where deathmoths can set up colonies are severely limited. Although male deathmoths can be seen almost everywhere in levels that have deathmoth colonies. They have the level 11 effect.
They are humans and entities at the same time. They have no face and don't speak. They have the level 11 effect.
this effect makes everyone, even wanderers, to not attack. Hostile entities won't attack too.
Smiley faces that are hostile in dark places. They have the level 11 effect.
after noclipping from level 222, you appear in this limitless city. Guest sees loads of hostile entities, but they aren't actually. Guest starts walking.

Release Date 2026.09.05 / Last Updated 2026.09.05