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The Briefing

What HyperKourier
Actually Is.

Welcome to HyperKourier.

A browser-based shared-world traversal game with multiplayer presence, set in a fictional, walled, neu-brutalist post-Berlin megacorp delivery district called Neukölln-9.

DELIVER. RIDE. HACK. PARTY. SURVIVE.

(Note: Most of this site is in-character/in-world, written from the perspective of the city's recruitment apparatus, in the style of the world's lore. This page isn't.)

How it actually plays

HyperKourier is a retro arcade-style mission-based traversal game. Vehicles that handle wrong on purpose. Tricks that reward commitment. Friction that exists to be defeated. You jump in, accept a contract, navigate the city, make the drop, get paid, jump out.

You play a low-rank gig worker. New on the scene, under the thumb of crippling debt, you've managed to get temporary residence in N9 hoping to strike it hot as a Kourier, wipe the past clean, and earn your place among the corpo elite. You skate, board, run, grind, bike, and route-hack across a neu-brutalist dystopian megacorp city, racing the clock and the algorithm for tips, social clout, and seasonal title placement. Gigs range from a few to several minutes. A session is as long as you want it to be.

It's competitive but not confrontational... For now.* You fight for leaderboard placement, viewer hours, and seasonal title. You do not fight each other. There's no PvP planned yet, no taking each other's gigs. The other Kouriers in your session are running their own runs in the same world — you'll see them on rooftops, on rails, in skateplazas — but the fight is against the clock and the algorithm, not them.

Inspirations

Standing on the shoulders of giants here. The mechanics, the feel, and the look are all inherited from things that shaped me growing up. Some obvious. Some less so.

Gameplay & feel

The arcade traversal lineage runs through Crazy Taxi, Jet Set Radio and Jet Set Radio Future, the SSX series, Sonic Riders, and early Tony Hawk's Pro Skater. More recently: Mirror's Edge, Bomb Rush Cyberfunk (the spiritual successor to JSR), Cyberpunk 2077, and the upcoming Airframe Ultra.

World & aesthetic

The grind-fiction and cyberpunk DNA: anime and manga like Akira, FLCL, Ghost in the Shell, and obviously Air Gear. Games like Jet Set Radio (yes, again) and The World Ends With You. Books like Snow Crash and I Deliver Parcels in Beijing by Hu Anyuan. Films like Blade Runner and Dredd. Shows like Altered Carbon.

The short version: a lighter take on Cyberpunk 2077 with the silliness of a Sega game. Snow Crash meets Suda51.

The core loop

  1. 01
    Pick a platform.

    Each of the nine megacorps has its own gigs, pay structure, social standing, and risk profile. KottiExpress hires anyone. RDSC hires almost no one. Your choice shapes what missions you see. Over time, you'll unlock access to more contractor networks, and exploration of the world will reward you with new gigs, new ways to play, and some secrets to uncover.

  2. 02
    Run jobs.

    When your KourierID is online, there's no time to waste. Accept a contract within a six-second window, navigate the city, make the drop on time and intact. Tips reward speed, style, and the route you take. Crashes void bonuses.

  3. 03
    Build reputation.

    Loyalty to a platform compounds over time into a multiplier. Switching platforms costs you. But you might discover there are ways around that... eventually.

  4. 04
    Climb the board.

    Only one Kourier holds the title of HYPERKOURIER each season. It cannot be bought, transferred, or appealed. Whoever holds the title at the end of a season forever seals their name on the Wall of Legends. But until that countdown reads zero, it's anyone's game.

The setting

Neukölln-9 (shortened to N9 or “neuneun” by the locals) is a fictional, walled, neu-brutalist, post-Berlin autonomous enclave within the Neukölln Megastadt (Neukölln Mega City), where civic infrastructure is owned and operated by megacorporations. CivicLoop_OS is the city's operating system — half public utility, half surveillance state, fully unaccountable. Nine licensed delivery platforms compete for labor and territory. The Bureau of Labor exists mostly to issue paperwork. An entire district centered around delivery, where the gig economy ate everything else.

The central neighborhood of N9 is Kotti Zentral (Kotti Central). At its dead center sits ZK-0, the Zentralkomplex Null (Central Complex Zero) — better known to locals as Das Auge (The Eye). The name fits. Knoten Null (Node Zero), a colossal brutalist megatower, forms the pupil. Die Schleife (The Loop), an elevated concrete ring suspended on four cardinal towers, traces the iris edge. Between them, the Innenpark (Inner Park) fills the rest: a sterile, surveilled park theoretically open to the public. Together they make an eye — the bureaucratic and surveillance heart of CivicLoop_OS and the megacorps that run the city. Die Schleife is theirs alone: bureaucracy offices, members-only restaurants, residences for the upper class. From the Schleife the elites look down on the park. From the park the tourists look up at the Schleife. From the streets under the Schleife, the rest of N9 looks up at both. Locals have a saying: unter der Schleife (under the Loop). It means stuck. It means here.

There's a deeper plot involving an elusive off-grid corporation called GhostDrop, and a specific tool that every Kourier would kill to possess. You'll find it. But you won't find it easily.

A mix of oppressive concrete and hyper-saturated colors. Post-Soviet grime meets neon shine. From suspended U-Bahns to kebab shops, proletariat town squares to bunker-based techno clubs, working-class public housing to shiny corpo ivory towers. A bureaucratic nightmarescape with an empty promise that you're only ever one gig away from changing your life forever.

The world itself is really the main character — or at least one of the main characters. A satirical take on a gritty vision of the future where themes reach an absurd apex: the gig economy, content creators and influencers, social clout as currency, corporations running amok, mass surveillance, the panopticon.

The look — Neukölln Neon

The visual style has a name: Neukölln Neon. Dreamcast cel-shading out of Jet Set Radio Future and Bomb Rush Cyberfunk, crossed with neobrutalist Berlin street fashion. Plus enough PS1-era jitter to keep it from feeling slick.

Knoten Null and Die Schleife rising over Neukölln-9 at night. Central megastructure of Das Auge.
// KNOTEN NULL // ZK-0 // viewed from Kotti Zentral rooftop //

Two poles: graphic city (clean, branded, cel-shaded) and dirty signal (crunchy, jittery, low-res). Every neighborhood sits between them. Kotti runs clean. GhostDrop runs dirty. RDSC sits in the middle, deliberately uncomfortable.

Side-by-side rendering comparison: clean graphic city on the left, crunchy dirty signal on the right.
// Two-pole rendering test // graphic city ↔ dirty signal //

The architectural rule that keeps Neukölln-9 from reading as photoreal Berlin: 60° and 120° angles instead of 90°, buildings leaning inward 2–5 degrees. Same trick The World Ends With You pulled on Shibuya — small angular distortions that make a real city feel like a comic panel. Concrete and rust handle the base. Sodium orange, hazard yellow, surveillance cyan, and Neukölln Pink handle the accents. 70/30: concrete first, neon second.

A KottiExpress Kourier mid-grind on a rail between brutalist tower blocks, magenta speed trail behind.
// Kourier mid-grind // KottiExpress contractor // field test //

The full style playbook (v1.1, 60+ pages of materials, palettes, shaders, asset budgets) is a working document. The alpha won't match it perfectly. It'll get closer with each build.

What makes it different

  • Browser-first.No download. No launcher. No store. You open a tab and you're working.
  • Multiplayer presence, not MMO grind.The shared world is a place to be seen and to see, not a place that demands your evening. Sessions are short. Other couriers are real, but you're not playing against them — you're playing against the city.
  • Live viewers are part of the loop.Stream-to-earn is enabled across all platforms. Viewer hours feed into rankings. Other players (and non-players) can watch shifts.
  • The world is designed, not procedurally generated.Every megacorp, every neighborhood, every form has intentional lore behind it. The bureaucracy is the joke and the texture.
  • Seasons reset.90 days, then the leaderboard wipes. Permanence is a privilege of the corporations, not the workers.

Built in public

HyperKourier is being made openly. Devlogs, design notes, broken prototypes, license decisions, the whole production rig — visible. The audience for the game and the audience for the making of the game are the same audience.

Submitting your email gets you build-in-public dispatches alongside the playtest invites. Player feedback during alpha will shape the second neighborhood, the second ride type, and which platform comes online next. The roadmap below is a real one — not a marketing artifact.

Who's making this

I'm Alex.On sabbatical from finance, solo vibe dev, stay-at-home dad, working out of Zurich, with ADD, a coffee addiction, and a Mac Mini. Before this I spent years in finance and a few startups. I've been making games in my head since I was nine, when I got my first console — the OG PlayStation — and it taught me that games could feel like a world you could just disappear into. And now in the era of AI, I feel like I might just have a chance to build one of these worlds on my own.

I'm Spanish-American, but I've lived in Zurich for a big chunk of my life. Part of why I picked this setting. The game is set in a fictional Germanic city, but it's deeply international. The characters you play and meet in NEUKÖLLN-9 won't all be German. A district like N9 attracts everyone — people seeking opportunity at all ends of the spectrum — so you get a real melting pot of people and subcultures. The game is in English. But a lot of it, especially the names of places and things, stays in German. That mirrors how I've experienced life in Zurich: most official things are in the local language, but the influence of international culture is strong, and it's pretty widely (if unofficially) accepted that English is the lingua franca.

HyperKourier is what happens when one person sees the new generation of AI tools and decides to do something a little crazy: build a shared-world multiplayer courier game by themselves — the kind that used to need a 40-person studio and a million-dollar budget. It's a bet that the tools have gotten good enough, and that someone with a clear vision and a lot of late-night hours can ship something that holds a light up to the games I grew up loving.

A note on AI

Using AI tools in game dev is a complicated subject right now, especially in the indie scene I admire most. I'm not trying to disrespect anyone's talent or step on anyone's toes. I'm working with the tools, the time, and the budget I actually have — just trying to see what I can accomplish with them.

Every non-generated asset is licensed and tracked. The design, the direction, and the writing are all mine. If you'd rather not engage with a project that uses genAI, I respect that. No hard feelings.

If you'd rather collaborate — artist, sound designer, level designer, writer, anyone with a dream to share and talent to spare — I'd love to hear from you. The people who show up early are going to shape what HyperKourier becomes. Hit me up on X/Twitter: @alexcahiz (DMs are open).

Where it's heading

Broad strokes, not deadlines. The dates will move. The details will change. The direction won't.*

Now → Summer 2026*

Block 9A + MVP

The first playable area: Kotti Zentral (Kotti Central) / Block 9A — the central neighborhood of N9. One delivery loop (“Cold Noodles, Hot Feed”). One selectable fully-fleshed Kourier. One ride: a Skydeck (my non-IP-infringing name for hoverboard) that grinds, drifts, and hits about 60 km/h on flat ground. Public preview URL when this lands. Trying to deliver a basic but functional slice to see if the concept is even fun.

Sometime in 2026*

Season 00 + Closed alpha

Lots of refinement. Multiplayer presence working. Working world economy. Best-run leaderboards. First batch of playtest invites going out. Production pipeline solid enough to add assets without breaking the build. Polishing the playable world. Adding more customization to Kouriers.

2026 / 2027*

Second neighborhood + second platform

Whichever neighborhood the alpha community votes for next. Second contractor platform brought online — probably DashDaemon, since the food-delivery loop will already have been designed. First missions outside the standard courier core loop. A second ride type. More customization.

Beyond*

The deeper game + Hard Launch

More neighborhoods. More ride types. The plot involving GhostDrop and the tool that will change the game. Official launch of Season 01 with the first HYPERKOURIER title up for grabs. Full “Kourier Kustomization” system with unlockables and collectables. By the time we're talking about Season 02, this game has either become something special or it hasn't... and you'll know either way.

Where to find us

Submit your email on the landing page, confirm your email, and you'll get a Recruitment Package with updates direct to your inbox — playtest invite, dossier excerpts, build-in-public dispatches, Season 01 access details.

AMPMIO is the studio name.

Zurich based.

One human.

Lots of tools.

* Subject to change. All of it.

// BRIEFING ENDS // YOU MAY NOW RETURN TO THE WORLD //