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Los Angeles · 1947

Now in testing

A free community multiplayer mod

L.A. Noire.With otherplayers.

Walk the same streets. Ride in the same car. Bring other players into 1947 Los Angeles with a free multiplayer mod for L.A. Noire.

Tester access through Discord. Requires your own PC / Steam copy of L.A. Noire and Windows 10 or 11.

Already a tester? Get the launcher
Recorded in multiplayer
Vehicle syncOne on foot, one at the wheel

The same city. Someone else at the wheel.

On-foot footage
Servers online
—
Players online
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Total player slots
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Checking live servers…

Footage · 02 / 02

Two players, one city

Two players sharing a street, recorded during testing. These are unedited clips from the mod, including the on-screen diagnostics. Vehicles and combat are still being developed.

First test on footTwo players, one street

Evidence

Your city. Your company. Your rules.

Real bodies, real animation

Other players are not sliding props. Each one drives a persistent body that the game itself paths and animates — walk, jog, run — through the same locomotion the story characters use.

Your own face

A face editor that runs while the game does: 26 shape controls, skin tone, hair and beard, built on the fly and streamed straight into the engine. No repacked game archives, and no two detectives alike.

The city as it shipped

The whole map in free roam, 427 of Team Bondi's own location bookmarks, districts switched live, and the studio's internal developer menu wired into an in-game panel.

A server you can script

A Node.js server with a resource system in the shape FiveM taught everyone to expect: drop a folder in, hook the events, add commands. What the roleplay is, is yours to write.

The precinct

Join the next test.

Start on Discord. Apply for tester access, then use the launcher to find a server and get into the city.

  1. Apply on Discord

    Run /apply and answer four short questions.

  2. Get tester access

    Accepted applicants receive the Tester role and access to the testing area.

  3. Launch and play

    Download the launcher, choose a server and start the game.

Not an English reader?

Every announcement is translated, and each language has its own channels.

  • English
  • Türkçe
  • Deutsch
  • Русский
  • Español
  • Português
  • Français
  • Polski

The list

Find a server

Browse public servers, see who is online, and find a place in the city. Tester access is required to play.

See all servers

Checking live servers…

Where this is going

Playable. Still in progress.

Testers are playing now. Vehicles, combat and larger sessions are the current focus. Open a milestone for the details.

  1. Phase 0–1

    Injection and overlay

    Completed

    An ASLR-safe x86 client injects into the retail game and draws its own overlay over the engine's D3D9 and D3D11 paths.

  2. Phase 2

    The game's own systems, opened

    Completed

    The engine's reflection layer and Team Bondi's internal developer menu wired into an in-game panel. Live case switching: free roam reaches an empty world in four seconds.

  3. Phase 3

    Persistent bodies and faces

    Completed

    Remote players drive real bodies that the game paths and animates. The runtime face editor is synced over the wire and persisted.

  4. Phase 4

    Vehicles, combat, scale

    In progress

    Vehicle sync and weapons are in and imperfect; seeing a player fire does not yet mean the damage landed. This is the open work, and it is open while the build is out.

  5. Phase 5

    The launcher and the server list

    Completed

    One executable a player keeps, signed releases behind it, and a master list servers announce themselves to. Live for testers since 8 September 2026; an open release waits on phase 4.

The case

Nobody left this behind

There was no dormant netcode to switch on, no cut lobby to restore, and no leftover replication waiting in the executable.

L.A. Noire promotional artwork: a detective drawing a pistol, a nightclub singer at a microphone and a woman on a telephone, beneath the Hollywoodland sign.
Artwork — Rockstar Games / Team Bondi
Read the story & technical findings

Nobody at Rockstar or Team Bondi built a multiplayer mode for L.A. Noire. The game shipped in 2011 as a single detective in a city of scripted strangers, and it was never asked to be anything else. Fifteen years of wishing did not change that.

Every system here was found by reading what the shipped game already does — the reflection layer it uses to talk to itself, the developer menu Team Bondi left wired up behind a debug flag, the animation graph that walks its own detectives down Wilshire — and then asking that machinery to do something nobody asked it to do.

What came out is a framework rather than a game mode: an injected client, an authoritative server, and script resources you write yourself. The roleplay does not ship with it. That part is yours to write, and the city was always big enough for it.

Free, non-commercial, and open about how it works — including about the parts that do not work yet.

For developers

The roleplay is yours to write

The server is plain TypeScript on Node 22 with no build step and no dependencies. A resource is a folder with an index.ts that exports init; the api it is handed carries the events, the characters, the world clock, vehicles and server-owned actors.

Read the API docs
Explore the API & example resource

77 calls and events in the API reference.

Events
8
Resource UI · server API
8
Resource UI · browser SDK
8
Lifecycle
6
Commands
8
Players and chat
10
Characters
6
Position and the world
5
Vehicles
5
Server-owned actors
5
Storage
4
Between resources
4

resources/precinct/index.ts


        1
        import { arg, API_VERSION, type ResourceApi, type ResourceManifest } from "#server";
      
        2
        import { db } from "./db.ts";
      
        3
         
      
        4
        export const manifest = { api: API_VERSION } satisfies ResourceManifest;
      
        5
         
      
        6
        export function init(api: ResourceApi) {
      
        7
          api.on("playerJoined", ({ player }) => {
      
        8
            api.broadcast(`${player.name} signed in at the precinct.`);
      
        9
          });
      
        10
         
      
        11
          // A look is plain JSON -- head, outfit, hat, the whole face layer. The mod
      
        12
          // ships no database: put it in yours, keyed by identity and never by name.
      
        13
          api.on("appearanceChanged", ({ player, look }) => {
      
        14
            db.characters.save(player.identity, look);
      
        15
          });
      
        16
         
      
        17
          // The schema names and parses the arguments; the handler gets them typed.
      
        18
          api.command("goto", { args: [arg.num("x"), arg.num("y"), arg.num("z")] },
      
        19
            (player, { x, y, z }) => api.teleport(player.id, { x, y, z }));
      
        20
         
      
        21
          // One clock for everyone; the engine reads the hour every frame.
      
        22
          api.setTimeOfDay(23.5);
      
        23
          api.setTimeRatio(0);
      
        24
        }
      

Questions

Before you ask

Q.Do I need to own L.A. Noire?
A.

Yes. You need your own copy of L.A. Noire (2011) on PC — the Steam build is what this is developed against. Nothing here ships game files, and there is no piracy support.

Q.How do I get in?
A.

Run /apply in Discord first to get tester access. Once accepted, install Noire Multiplayer using the Windows setup, sign in with Discord inside the launcher, choose a server, and press Play. The launcher keeps your multiplayer files up to date and starts the game.

Q.Will this get me banned?
A.

L.A. Noire has no online component and no anti-cheat, so there is nothing to be banned from. The mod is injected at runtime and does not modify your game files.

Q.Is it legal? Is it free?
A.

It is a free, non-commercial fan project, not affiliated with or endorsed by Rockstar Games or Team Bondi. No paid features, no sales, no donations tied to access.

Q.How many players can a server hold?
A.

What has actually been run: two players live, on foot and in the same car, and fifty bodies standing in the city at once with the frame rate still at 60. Structurally there is no ceiling behind that — player ids are 16-bit and bodies are built at runtime rather than taken from a fixed pool — but nobody has put fifty real players behind those bodies yet, so treat the measured numbers as the honest ones. The 32 in the server's --max flag is a default that suits testing, not a limit.

Q.Can I host a server?
A.

Testers can. The server is plain TypeScript on Node 22 with no build step and no runtime dependencies: forward the game UDP port, run it, and pass --announce if you want it listed here. Resource CEF UI also needs TCP on that same port number. The API reference covers writing your own resources.

Q.Can I help?
A.

Yes. Testers, server scripters, translators and people who just report bugs properly are all useful. Start in the Discord.