
The Fall
Start on Day 0: a follow-up appointment at Pillbox Hill, the radio going strange, and a city coming apart around your car.
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Live through the night Los Santos fell, then wake five years later in a city where the infected are everywhere, and the only way out is Mars.
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You wake in a locked ward with a hospital bracelet that says LZ and a number, and nobody left alive who can tell you why. Finding out is the story.

Start on Day 0: a follow-up appointment at Pillbox Hill, the radio going strange, and a city coming apart around your car.

The only way out is Mars. What waits at the other end is learned in game.

It opens when your survivor gets there, and not a page before.
The server runs one persistent world through five eras. They advance with real player activity, not a calendar. When The Long After ends, the world resets. Your survivor keeps everything.
Wrecks still have fuel. The grid holds, mostly.
Settlements dig in. Trade routes open.
Half the streetlights die. Fuel runs short.
Factions fight over relays and depots.
What's left, and who's left holding it.
Walls, a clinic and a radio. The painted signs on the roads all point here.
Contract soldiers behind the Zancudo fence. Their checkpoints warn you twice, then fire.
A congregation on the mountain who aren't afraid of the dead the way everyone else is.
Fishing crews who trade fair weight and say they take no sides.
Scrap barons on the container stacks. They buy almost anything.

The infected are weather. People are the story.Usually by the second night