Dust World RPG is a superpowered actual-play serial that turns Neon City into a pressure cooker of psychic fallout, cyberpunk spectacle, and post-apocalyptic trouble. The city feels overbuilt and unstable. Smog hangs over hovercars, spires radiate danger, and everyday interiors can collapse into labs, spirit encounters, gang territory, or surreal psychic layers. The recent arc follows Clarence Wells, Silent Monday, Wolf, Doc Miller, and their circle as they recover from one ordeal only to walk into another. Rest never lasts. Doc wakes in the Wayne Center under the name Andrew Miller, locked in a room with bars on the window and missing equipment. Silent Monday gains a strange mark tied to energy, fighting power, and old martial traditions. Clarence is pulled toward spirits, doubles, and the deeper parts of a psychic landscape. The group also has to contend with the Leer, a sentient bandage experiment that absorbs energy and becomes a towering humanoid threat. That kind of menace is typical here. A monster can be grotesque, a plan can be half-formed, and a character can still pause to argue about whether an arena fighter called Dewey Decimator has ever read a book. The comedy is not decorative; it is part of how the table moves through danger. Paul Purnell, identified in the show as the DM, keeps scenes brisk and permissive, giving players room to riff while still making failures matter. The Powered by the Apocalypse influence shows in hard choices, partial successes, and consequences that widen rather than stop the story. The result is a campaign with pulpy momentum and a lived-in ensemble rhythm. It works best for actual-play listeners who enjoy messy character loyalties, improvised banter, supernatural sci-fi threats, and serialized reveals. Neon City is not a clean heroic playground. It is a place where contracts, family history, experiments, gangs, psychic marks, and old enemies all keep resurfacing at the worst possible time.