Betrayal allowed

Betrayal allowed servers treat trust as gameplay. Alliances can exist, but they are not protected by rules. If someone infiltrates your group, steals from shared storage, leaks coordinates, or flips mid-raid, it stands as long as it happened in-game and stays within conduct rules.

The loop is progress under uncertainty: farm, gear up, build, raid, negotiate. Teaming can accelerate everything, but every permission you grant is a risk. Groups that last use tight access control, split storage, decoy stashes, backup kits, and limited intel sharing until people prove themselves.

The tone is tense and personal. A friendly at spawn might be a real recruit, a scout, or someone waiting for a door to open. Big losses often come from insider info, not raw damage. When you finally find a crew you can trust, it feels earned, and when it breaks, it usually breaks fast.

Well-run betrayal allowed servers draw a hard line: betrayal is allowed, harassment is not. Expect scams, spies, insiding, and opportunistic kills. Expect staff to act on doxxing, slurs, threats, real-world coercion, and other out-of-game abuse.