The Dossier

66 min read

Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.

Part one, the basics in plain language, is in the handbook.

To the handbook

Crimes

What it is

The daily grind. This is where every gangster earns their first cash. A crime is a job in the city you're standing in. Pull it off and you get street cash and respect. There are 156 jobs in three tiers: street, soldier and capo. Every city has street work from the first rank. Every job unlocks at its own rank, and some jobs need a specific weapon or car.

Where to find it

Street tab. Every job card shows the energy, the heat and your success chance right now.

How it works

Starting chance. Every tier starts at a fixed chance the moment you unlock the job: street 90%, soldier 68%, capo 58%.

Growing into it. The further you sit above the rank where the job unlocked, the better your chance. This rank bonus has its own ceiling.

Mastery. Every earlier success on this job adds 0.25%, up to at most 20%.

Gear. Your gear adds up to 4%. You get the full bonus when your best piece of the required kind beats the required item. With exactly the required item you get part of the bonus. On a job with no required item you get half, as long as you own a weapon or a car. No weapon and no car: nothing.

Early street jobs. The earliest street jobs are then lifted to at least 95%.

First clamp. The chance now sits between 55% and 97%.

Heat off the top. Above 20 heat, part of your chance comes off. That penalty grows to 25% at maximum heat (100). Then the chance is clamped between 55% and 97% again. So high heat always costs you chance, even if you were already at the maximum.

In short: your chance is the starting chance plus rank bonus, mastery and gear, minus a heat penalty, within a minimum and a maximum.

Worked example: a capo job you just unlocked, with no mastery, gear or heat: 58%. A higher rank adds a bonus on top.

Cash. The game picks an amount within the job's range and multiplies it by ×1.25. Then come the bonuses, in this order: first gear, district and streak are added together. That total is multiplied by Street rush (×1.45), then by tuning (plus 16%), then by the critical hit, and last by the family perk. The range on the job card already includes gear, district, Street rush and tuning. Streak and a critical hit are not in that range: they apply only when the job resolves.

Critical hit. Every successful job has a 10% chance of a critical hit. Your cash is then multiplied by ×1.25. The streak bonus doesn't count on that job: the critical hit replaces it.

Respect. 12% of the cash you earn from the job is added as respect.

Costs, returns and limits

Every job costs the energy on its card, whether it works or not. A successful job gives 3 heat plus the job's energy. If it fails, the energy is gone, you get more heat (even more on heavier jobs), your streak restarts and you pay a fine (see Fines). If you're then at 70 heat or higher, you can also land in jail. Heat never pays extra cash.

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Pitfalls

Crime combo

What it is

Keep pushing and you get rewarded. A streak of successful crimes in quick succession puts a bonus on the cash of your next job. The window is 110 seconds, counted from your last successful job.

Where to find it

Street tab, on the combo meter in the HUD.

How it works

Every successful crime within the window counts as a step, up to at most 4 steps.

Every step gives 3% extra cash on the next job. On a full streak that's 4 times 3%.

The streak bonus is part of the sum before Street rush, tuning and the critical hit (see Crimes). If a critical hit lands, the streak doesn't count on that job.

The streak drops back to zero when the window runs out, when a job fails, when you get busted, when you end up in the hospital or after a fight. Soft prestige wipes the streak too.

Costs, returns and limits

No separate price. The bonus comes on top of your crime cash.

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Pitfalls

Police heat

What it is

The more often you strike, the thicker your police file. Heat is risk, not reward. The meter runs from zero to 100. A successful crime gives 3 heat plus the job's energy. A failed job gives more. If you don't build new heat for a while, the meter drops one point every 45 seconds.

Where to find it

Street tab, and the heat sheet in the HUD.

How it works

Up to 20 heat you notice nothing. Above that your success chance drops, up to 25% at 100 (see Crimes).

An arrest locks you up for a while. That's the bust chance before the success roll. It takes 35 heat off and 40 energy, or whatever you have left if that's less. There's no fine on that arrest. From 70 the chance is 18%, rising to 45% at 100. How long you sit, the jail page shows.

If a job fails at or above 70, your heat goes up first and then the dice roll. The jail chance is 30% to 70%. Jail from that fail uses a different clock from the bust-chance arrest — the exact time is on the jail page.

Safehouse. Opens from 25 heat, takes 60 heat off. Price: $110 plus $6 per point of heat you carry, always between $180 and $2,600.

Worked example: at 70 heat the safehouse costs $110 plus 70 times $6.

Night watch (from rank Associate). Costs 12 energy, takes 35 heat off. Then a 6 minutes cooldown.

Informant (from rank Associate). Costs $180 plus $9 per point of heat, between $300 and $3,500. Takes 48 heat off and gives a 14 minutes shield against arrests on crimes. Then a 12 minutes cooldown.

Lookout (from rank Soldier). Puts new crime heat at 40% of normal for 45 minutes. Existing heat stays.

Costs, returns and limits

Heat never earns cash. Landing in the hospital or bribing your way out takes 20 heat off. Actions outside jobs also give heat, like the fence, the chop shop, laundering, the armored van, a lost street race, shakedowns, protection money, a VIP night and dice. How much is on their own card.

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Jail and arrest

What it is

Behind bars your work stops, but the clock keeps ticking. You end up in jail in two ways: through the bust chance before a job (from 70 heat) or after a failed job at high heat. What you can't do in jail is the same as in the hospital. A bribe costs the same in jail and in the hospital. An arrest or a failed job sets the time until you get out.

Where to find it

The detention bar above the game. On Street you see it right away when a job goes wrong.

How it works

With jail after a failed roll, first the card's energy goes and then 40 more. The bust-chance arrest only takes 40, or the rest if you have less.

Busted by the bust chance: the job doesn't happen. You lose 40 energy, or the rest if you have less. You're locked up for a while; the jail page shows exactly how long. Your heat drops by 35. No fine.

Jail after a failed job: the card's energy is already gone, and 40 more comes off. You're locked up for a while on a different clock from the bust. Your heat drops by half, but never by more than 35. You do pay the regular fine of a failed job.

In jail these are frozen: crimes, attacks, travel, chopping, Cars, Marketplace, the casino and withdrawing cash. You can't manage your own casino table either, not even the limits. Cars and Marketplace stay closed until you're free. Still open: Forum, Handbook, Dossier, Messages and the jail page with minigames (Higher/Lower and Catch the soap). Scores count for the leaderboard; they do not shorten your sentence.

A bribe costs $750 plus $25 per second you still have to sit, at least $1,000 and at most $20,000. Your family's Jail bribes upgrade makes this cheaper. In the hospital you always pay full price. The button shows the price of this moment and drops with the clock. You never pay more than the amount that was on the button.

The toast for an arrest from the bust chance starts with 'The cops already had their eye on you'. The toast when the roll fails and you still go to jail starts with 'Failed and arrested'.

Worked bribe example: the button shows the price of this moment — $750 plus $25 per second you still have to sit, within the limits above.

Costs, returns and limits

An arrest (bust chance before the success roll) and jail after a failed job each have their own clock. How long you still have left is on the jail page. Only bribing your way out takes 20 heat off; serving the time does not. The longer you still have to sit, the more a bribe costs.

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Fines

What it is

The police always catch something, even when you get away. A failed crime costs a fine on your street cash. The bust-chance arrest carries no fine.

Where to find it

Street tab, with the failed job. You also get a signal about it. Your own profile lists recent fines in a card of their own, outside the bio.

How it works

The fine is 8% of your street cash.

It's at least $50 and at most $5,000.

It's never more than what you carry.

The card names the type, the amount, the date, the city and the cause. The newest stay open. Older lines collapse.

Costs, returns and limits

Only street cash counts. Your bank cash stays out of the fine. The notice names the city. If it's missing, it says unknown city.

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Hospital

What it is

Whoever hits the streets sometimes comes back on a stretcher. The hospital is a timer after a lost fight, after someone put you down or after a failed hit. As long as the discharge time is still in the future, the same street actions are frozen as in jail.

Where to find it

The detention bar above the game. A fight or a hit sets the timer.

How it works

Win an attack and the other player spends a while in the hospital.

Lose an attack and you spend a while there yourself.

If your hit fails, you spend a while there too. How long, the detention bar shows.

You can't play the casino. You can still change the limits of your own table. You can open Cars and Marketplace, but steal, sell, buy, repair, scrap, ship and upgrade stay frozen.

A bribe costs the same as in jail: $750 plus $25 per second you still have to lie there, from $1,000 to $20,000.

Worked bribe example: the button shows the price of this moment — $750 plus $25 per second you still have to lie there, within those limits.

Costs, returns and limits

If you're in a family, it helps. With family protection you lie there shorter when someone puts you down. The family's Jail bribes upgrade doesn't help here: in the hospital you always pay full price.

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Energy

What it is

No car runs without gas. Energy is the turn that almost every street action costs: jobs, attacks, travel, roulette and more. The bar starts at 100. The maximum grows with every rank, up to 165 at Don. Every 48 seconds you get one point back, even while offline, until the bar is full. Complete a segment of the Reputation bar and your energy is instantly full.

Where to find it

The energy bar in the HUD. The corner coffee sits with the daily actions.

How it works

Wait for the bar to refill on its own, or grab the corner coffee once a day: 20 energy, up to your maximum.

The login streak also gives some energy every day (see Login streak and daily missions).

An arrest costs energy. A bust-chance arrest takes 40, or the rest if you have less. Land in jail after a failed job and you lose the card's energy plus 40 more. The rest of the bar stays put.

Costs, returns and limits

The corner coffee is free. If the sip doesn't fully fit on the bar, it stops at your maximum. Whatever spills over is lost.

Tips
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NPC and player fights

What it is

On the street, might makes right. In an attack you steal street cash from a player or an NPC in your city. Bank cash is safe. Your attack power is your base attack, your rank bonus, your weapon bonus, and the shooting-range bonus while it is active. The other side's defense is their defense plus their rank bonus plus their best car. Extra copies of a weapon or car don't stack.

Where to find it

More, Fights.

How it works

The target must carry at least $50 in street cash and can't be in jail or the hospital.

Newcomers are protected: players below the rank Soldier, or with an account younger than 2 days. The rank gap can't be bigger than 2.

Win chance = attack power ÷ (attack power + defense), clamped between 20% and 80%. Equal strength is fifty-fifty. Twice as strong is roughly two in three. A higher attack can still lose.

The card and the message after the attack show the same numbers. Your attack is base plus rank plus your weapon plus range. Their defense is base plus rank plus their car. Their weapon does not count.

Your own profile has a Combat power card, with Attack and Defense, rounded totals and the parts: base, rank bonus, weapon or car. Someone else's profile doesn't show that card.

Win and you take 20% to 35% of their street cash, at most $14,000. They spend a while in the hospital. The attack button shows that floor and ceiling, including your cash bonus and a bodyguard.

Lose and you spend a while in the hospital yourself.

Costs, returns and limits

An attack costs 7 energy. Then you wait 30 seconds. An NPC's street cash grows back by $50 per minute.

Tips
Pitfalls

Hit

What it is

The heaviest decision in the file. There's no way back. A successful hit is permanent death for your target. Their account keeps the same nickname and starts completely over, with part of their bank cash.

Where to find it

More, Fights, at the bottom under Hit. You search by exact player name. You confirm in a separate window.

How it works

You're at least rank Underboss and you stand in the same city as your target. How many ranks the target sits below you does not count. Members of your own family are off limits.

Newbie protection also applies to hits: players under the rank Soldier, or with an account younger than 2 days, can't be hit.

An attempt always costs $1,000,000 in street cash and 120 energy. Then you wait 18 hours, even if you miss.

The success chance starts from the same ratio as a regular attack (your attack power against their defense), but the game takes a fixed share of it. That chance sits between 14% and 58%.

If your family has a right of revenge on the target, the revenge bonus is added, up to at most 58%.

If your target has a bodyguard, 18% comes off. Their family protection takes something off too. Together, bodyguard and family never take more than 25% off your chance, and your chance never drops below 14%.

Costs, returns and limits

Success: you get $85,000, plus 15% of your target's street cash (at most $30,000) and 2,500 respect. The bounty and the street skim then pass through your cash bonus together. The toast names the bounty, the skim, the bonus and the fee separately. The skim comes from the victim; the bounty and the bonus are the reward. Your target keeps 40% of their bank cash and starts with $700 starting cash. They get a message as soon as they log in. Fail: you spend a while in the hospital — the detention bar shows how long.

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Ambush

What it is

Whoever waits in the dark hits the hardest. An ambush puts extra win chance on your next attack, once. The charge is spent the moment you attack.

Where to find it

More, Fights, Ambush block. From rank Enforcer.

How it works

Pay $150 and 5 energy.

Your next attack gets 15% extra win chance, but never above 80%.

Costs, returns and limits

You hold at most one charge at a time. Doesn't count toward the season score.

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Shooting range

What it is

A sharp eye is worth money. The shooting range gives you extra attack for a while. It's not a permanent stat.

Where to find it

More, Fights. From rank Enforcer.

How it works

Pay 7 energy and at least $160; the price rises with your rank.

You then have 3 extra attack for 45 minutes.

Costs, returns and limits

The bonus counts toward your attack power.

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Bounty

What it is

A new name on the list every day. One NPC a day is your bounty. You see them even when you're in another city, but you can only attack them in their own city.

Where to find it

More, Fights. From rank Associate.

How it works

The game picks an NPC every day.

Beat them and collect the bonus: at least 750, more as your rank rises.

Costs, returns and limits

Once a day. No extra season score on top of the regular loot.

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Pitfalls

Arsenal, weapons and Arsenal cars

What it is

A gangster is only as good as his iron and his ride. Weapons raise your attack, Arsenal cars your defense. Only the best piece of each kind counts. Extra pieces don't stack the bonus. Some jobs ask for a specific item. Stolen cars on Cars are a different system; see the Cars card.

Where to find it

Arsenal.

How it works

Buy a weapon or an Arsenal car with street cash.

Your best piece counts right away in fights and in your success chance on jobs, up to 4% (see Crimes).

Costs, returns and limits

The price is on the card in the shop. The card and the active bonus use the same calculation and one decimal. A second copy gives no extra power: that one's for the fence or the chop shop.

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Fence

What it is

No questions, cash in hand. The fence buys extra copies of an item. You keep your last piece, so your bonus stays.

Where to find it

Arsenal. From rank Associate.

How it works

Pick an item you own more than one of.

You get 55% of the shop price and 2 heat.

Costs, returns and limits

Doesn't count toward the season score.

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Black market

What it is

Fell off a truck, today only. Every day one offer on an item, picked based on you and the date.

Where to find it

Arsenal. From rank Associate.

How it works

The offer shows one item.

You pay 70% of the shop price. The market's deal factor (70%) is that same ratio.

You buy it once. After that the button stays locked until the day turns.

Costs, returns and limits

You pay with street cash. Doesn't count toward the season score.

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Street race

What it is

Red light, foot down. You race with a car you own. Win and you get street cash. Lose and you get heat and a short stay in the hospital.

Where to find it

Arsenal. From rank Soldier.

How it works

Pick a car from your inventory.

A race costs 6 energy. Then you wait 6 minutes.

Your win chance is 78%, plus a bonus from your car.

Costs, returns and limits

A loss costs 8 heat and a short hospital stay. Doesn't count toward the season score.

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Tuning

What it is

A fast ride hauls in more loot. Tuning gives you extra crime cash for a while. It gives no combat power.

Where to find it

Arsenal. From rank Enforcer.

How it works

Pay 6 energy and at least $220; the price rises with your rank.

Your crime cash is then 16% higher for 55 minutes. That factor comes after Street rush and before the critical hit (see Crimes).

Costs, returns and limits

Only works on crime cash, not on shop prices.

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Chop shop

What it is

What doesn't drive anymore leaves in parts. The chop shop buys Arsenal cars back for part of the purchase price. Only Arsenal cars, not stolen rides from Cars. Even your last Arsenal car can go in. After that you've lost that bonus.

Where to find it

Arsenal. From rank Associate.

How it works

Pick an Arsenal car you own.

You get 45% of the purchase price and 5 heat.

Costs, returns and limits

Doesn't count toward the season score. A chopped last Arsenal car is really gone. If a tune is still running, the dialog says that it expires too.

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Cars

What it is

Stolen rides, per-city garages, transport and the marketplace. This is not the Arsenal car: that one you buy in the shop for fight power. Here you steal, manage and trade vehicles. This card is always in the dossier, even when Cars is briefly off in the game.

Where to find it

Cars and Marketplace tabs (when those show in navigation). The handbook has the same rules in plain language.

How it works

Six steal options. Energy per option, light to heavy: 20, 25, 30, 35, 40 and 45. Model odds stay vague.

Rank bonus: the higher your rank, the better the chance, up to 50%. The chosen option grows fully; the others grow at half their own increase. After 2 days without an attempt, chance drops by 1 percentage point per day. Between attempts five minutes cooldown. Sometimes a captcha. A failed attempt can land you in jail, or you just manage to escape.

The heaviest option steals from a random player in your city. You need a free garage spot. Victims in jail or hospital are fair game. Newcomers are protected. That option needs at least rank Capo.

Each city has a garage, up to level 6. At the lowest level you have 1 spot; the next tier gives 3 spots for $10,000. At the top level: 50 spots. No downgrade. A guard (24 hours) makes theft via the heaviest option from that garage 50% as likely.

Damage on theft: up to 19, then up to 54, or up to 99. Damage does not rise over time. Repair costs 30 seconds per percentage point of damage. Scrap price is value times one minus damage.

Transport costs the train ticket for that route and lasts 2 times the travel time. On the way 5% chance of confiscation. Not stealable in transport.

Marketplace: 10% fee. Listing until sale, theft or the owner's death. Buyer needs a free spot in the car's city but need not be there. Cars for sale or in repair can be stolen. The seller gets a notice on sale.

In hospital or on the train: view only. Mutations (steal, sell, buy, repair, scrap, ship, upgrade) are blocked. In jail you cannot open Cars or Marketplace at all.

Costs, returns and limits

Energy per attempt is above. Marketplace fee and transport price follow the constants. Scrap and repair depend on value and damage.

Tips
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Bank

What it is

Cash in your pocket is cash at stake. Someone else can take street cash, not bank cash. Depositing costs a fee. Withdrawing is free.

Where to find it

Bank.

How it works

Deposit an amount. The deposit fee is 5%, rounded up, so even a small deposit costs something. The fee is never higher than what you deposit.

Withdrawing puts bank cash back in your pocket, with no fee.

Costs, returns and limits

Only depositing costs money. Carry $2,200 or more and the game points you to the bank.

Tips
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Sending cash

What it is

An envelope under the table, but the bank is watching. You send bank cash to another player. The source is bank. Street cash stays in your pocket. The game keeps a fee.

Where to find it

Bank, at the transfer, and another player's profile. From rank Associate.

How it works

Pick the recipient and an amount, at most $50,000,000 per transfer.

The rank gate of Associate applies to the sender. Below that rank the form is hidden, at the bank and on a profile. A recipient below that rank can still receive the cash.

You send at most $250,000,000 per day.

The form shows what's left today of $250,000,000, and how many of the 60 transfers per 1 hour are still open.

The fee is 5% of the amount, with a minimum of $100.

You send at most 60 per 1 hour.

A note is at most 200 characters.

The form refuses an amount that, with the fee, goes past your bank balance, before you send.

In Transfers, the other player's name links to their profile. A deleted or dead player stays plain text.

History groups by day: today, yesterday, or the date. Each row is the same height. Green is cash in, red is cash out. You see one page first, then load more. A filter splits everything, received, sent, and the transfer type.

Type your own name and the form refuses it right away, before you confirm.

Costs, returns and limits

You pay the amount plus your bank's fee. The fee is 5%, at least $100. At most $50,000,000 per transfer, at most $250,000,000 per day. The recipient gets the amount in the bank, without the fee.

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Loan shark

What it is

Fast cash, with interest you won't want to forget. You hold at most one loan at a time. The borrowed cash lands in your pocket and doesn't count toward the season score.

Where to find it

Services. The bank shows your open debt. From rank Associate.

How it works

Pick an amount from $500. The maximum starts at $2,200 and rises with your rank. The bank shows your limit. Time left is shown in hours and minutes.

Your debt is the principal plus 18% interest. The term is 3 hours.

If you're late, 12% of the debt is added once. You also get 15 heat and spend a while in the hospital.

Costs, returns and limits

You can pay off in the hospital, but not take out a new loan. Soft prestige is locked while a loan is open.

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Laundering

What it is

Dirty money comes out clean, if you're patient. You set street cash aside and move it to the bank later, with a lower fee than a regular deposit.

Where to find it

Services. From rank Associate.

How it works

Start a batch of at least $400. That gives 5 heat.

After 12 minutes you pick it up. The fee is 2.5%. The cash goes to the bank.

Costs, returns and limits

You run at most one batch at a time. Pickup also works in the hospital. On soft prestige or a hit on you, an open batch is moved to the bank first.

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Armored van

What it is

Armored, armed and discreet. The armored van takes street cash to the bank with a lower fee than the counter. In return you get heat and a wait.

Where to find it

Services. From rank Associate. Also works while you're in the hospital.

How it works

Pick an amount of at least $500.

The fee is 4%. You get 4 heat.

Then you wait 20 minutes for the next van. That is not a delivery time.

Costs, returns and limits

The amount minus the fee is in the bank immediately.

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Informant

What it is

A friend at the precinct is worth gold. The informant takes heat off and gives you a shield: while it runs, you can't get busted on crimes.

Where to find it

Services. From rank Associate.

How it works

The price is $180 plus $9 per point of heat you carry, always between $300 and $3,500.

Your heat drops by 48. The shield lasts 14 minutes.

Then you wait 12 minutes.

Worked example: at 70 heat the informant costs $180 plus 70 times $9, within the limits.

Costs, returns and limits

You pay with street cash. Only useful when you have heat. Closed in the hospital.

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Night watch

What it is

One night out of town, and the cops lose your trail. You trade a big bite of energy for less heat.

Where to find it

Services. From rank Associate.

How it works

Costs 12 energy.

Your heat drops by 35.

Then you wait 6 minutes. Only works when your heat is above zero.

Costs, returns and limits

Costs no cash. Closed in the hospital.

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Bodyguard

What it is

A broad-shouldered man at your side keeps the street at a distance. A bodyguard shrinks the loot when someone beats you, and makes a hit on you less likely to land.

Where to find it

Services. From rank Enforcer.

How it works

The price starts at $800 and rises with your rank.

He stays with you for 1 hour.

If you lose as the defender, the attacker only keeps 25% of the loot. On a hit on you, 18% comes off the chance.

Costs, returns and limits

You pay with street cash. While he's on duty, others see him on the target list.

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Gym

What it is

Sweat is cheaper than blood. Training builds reputation with energy and street cash. It gives no combat power, except through the ranks the reputation may bring.

Where to find it

Services, Gym. From rank Associate.

How it works

Pay 5 energy and street cash.

The cash starts at $75 and rises with your rank.

You build reputation. The higher your rank, the more it earns.

You train at most 9 times a day.

Costs, returns and limits

Reputation only. No cash back, no respect, no season score.

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Businesses

What it is

A clean storefront, a full register in the back. A business in a city earns income per hour. You buy it in that city, but you can collect and upgrade from anywhere. Income you don't collect builds up for at most 10 hours.

Where to find it

Empire, Businesses.

How it works

Buy a business in the city you're standing in.

The hourly income depends on the business's level and on that card's upgrade factor.

An upgrade costs what the game formula says at the current level. Every card has its own maximum level.

Collecting puts the built-up amount in your pocket. That counts toward respect and, unlike a loan, toward your season score.

Costs, returns and limits

You pay the price on the card when you buy and then the upgrade costs. After 10 hours without collecting, nothing more builds up.

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VIP night

What it is

Champagne, drawn curtains and a register that won't stop. A VIP business you own can run a night when you're in the right city. Doesn't count toward the season score.

Where to find it

Empire, Businesses, on a VIP card you own.

How it works

The business is yours and you're in that city.

A night costs 4 energy and gives 6 heat.

Take = (4 + the business's level) hours × the business's hourly income.

Then you wait 2 hours.

Costs, returns and limits

Part of the take counts as respect. The cooldown applies to all your VIP businesses together, not per business.

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Mastery

What it is

Practice makes perfect, and the street pays for it. Every job tracks how often it succeeded. At fixed counts you get a one-time cash bonus. Soft prestige keeps the counter.

Where to find it

Street tab, on the job card.

How it works

The thresholds sit at 5, 10, 25, 50, 75 and 100 successes.

At those thresholds you get a one-time $150, $350, $1,100, $2,600, $3,800 and $5,500, in that order.

Costs, returns and limits

Mastery also raises your success chance: 0.25% per successful attempt of that crime, up to 20% (see Crimes).

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Street contract

What it is

A job made to order, fresh off the street. Next to the regular jobs there's one street contract every day. It changes with the day and with your rank. Rank up in the same action and the game picks again.

Where to find it

Street tab, at today's contract.

How it works

If you're below the lowest contract rank, there's no contract.

The contract costs the energy on its card and pays out like a crime, Street rush included.

Costs, returns and limits

Same respect rule as crimes: 12% of the cash.

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Shakedown

What it is

A friendly visit to the shopkeeper on the corner. A shakedown is a quick street action with a fixed take, fixed energy and fixed heat.

Where to find it

Street tab. From rank Associate.

How it works

Costs 8 energy.

Pays at least $360, more as your rank rises.

Gives 7 heat. Then you wait 5 minutes.

Costs, returns and limits

No season bonus on top of the regular cash, unless the game counts that cash as crime cash.

Tips
Pitfalls

Lookout

What it is

A kid on the corner who whistles when the blue lights show up. A lookout puts new crime heat on a lower rate for a while.

Where to find it

Street tab. From rank Soldier.

How it works

The price starts at $280 and rises with your rank.

He stays for 45 minutes. While he's posted, you only get 40% of the heat you'd normally get.

Costs, returns and limits

You pay with street cash. The damping only applies to heat you build after that.

Tips
Pitfalls

Safehouse

What it is

A basement with no address, a few days of seeing nobody. The safehouse takes a big bite of heat off in one go. It gives you no combat power.

Where to find it

The heat sheet in the HUD. Opens from 25 heat.

How it works

The price is $110 plus $6 per point of heat you carry, always between $180 and $2,600.

Your heat drops by 60.

Worked example: at 70 heat you pay $110 plus 70 times $6.

Costs, returns and limits

Street cash only. Closed in the hospital. The more heat, the pricier.

Tips
Pitfalls

Travel and cities

What it is

Every city has its own streets and its own jobs. You start in Rotterdam. Amsterdam opens at rank Enforcer, The Hague at rank Lieutenant. There are 3 cities. Jobs and new businesses look at the city you're standing in.

Where to find it

The city sheet in the HUD, at the station.

How it works

Every ride costs 1 energy plus a ticket.

Rotterdam – The Hague: $300, 4 minutes.

The Hague – Amsterdam: $600, 8 minutes.

Rotterdam – Amsterdam: $900, 12 minutes.

When the train arrives, you see your new city right away. You only pay for a trip once, even if you click twice.

Costs, returns and limits

While you're on the train, everything tied to a city is frozen, just like in jail. You can't withdraw cash or collect business income either. You can open Cars and Marketplace to look, but mutations stay frozen. You can still upgrade properties and change the limits of your own casino table.

Tips
Pitfalls

Smuggling

What it is

What's cheap in one port is worth gold in another city. You buy one load in your city and sell it in another. Your profit is the difference. Selling gives heat.

Where to find it

More, Smuggle. From rank Enforcer, the same rank gate as Amsterdam.

How it works

A bigger vehicle (Smuggling → Cargo space) loads more units per good. Delivery van $8,000 from rank Enforcer, box truck $30,000 from rank Capo, lorry $75,000 from rank Right Hand. Cargo space you bought stays yours, even if your rank drops later.

Travel to another city.

Sell. After a sale you wait 10 minutes.

The profit on screen, the colour and the message after the sale use the same amount: payout minus the purchase minus the train ticket. The difference per piece leaves the ticket out; the ticket is its own line. Red is a loss, green is a profit. While you travel the game does not say you are already in the city: you are on the way, and shortly before arrival you are arriving.

Costs, returns and limits

Your respect rises with the profit, not the turnover. Your season score also only counts the profit. Soft prestige dumps your load.

Tips
Pitfalls

Districts

What it is

Whoever owns the corner decides who works it. Every city has districts, 21 in total. You claim a district with energy and street cash. A claim holds for 3 hours. After that the district is free again.

Where to find it

More, Districts.

How it works

Claim a free district, or snatch an occupied one. Snatching costs the claim price plus 400. You cannot snatch a district held by your own family. The previous boss gets a signal with your name, the district and the city. An empty district does not. Staff who clear or reassign a district send the same signal marked staff.

Every district you hold in the city you're in gives 5% extra crime cash, up to 15%. That bonus adds up with gear and streak (see Crimes). It sits on Street and as a short note on Crimes, not under the header. A district gives no casino bonus.

Protection money: once every 30 minutes you collect 25% of the claim price. That costs 3 energy and gives 5 heat. Net is what you already collected plus what is still expected, minus the claim cost. That breakdown sits under the amount.

Costs, returns and limits

You can only collect the first protection money after the cooldown. Your respect rises with the payout.

Tips
Pitfalls

Heist

What it is

One man is a robbery, a family is an operation. Members put in energy. Everyone gets their cut at the crime rate, and together you earn more per person than alone.

Where to find it

More, Family, as long as you're a member.

How it works

The goal is 72 energy. Every click costs 4 energy. Every member puts in at most 24 energy per round.

The clock starts at the first contribution. The heist pays out as soon as the goal is full, or after 30 minutes with whatever is in it. If it holds less than 24 energy by then, it pays out as soon as it reaches 24.

The rate per energy is what the best crime pays per energy at the participants' average rank. Every participant counts toward the average, also below rank Soldier.

Your base cut is your energy × the rate × the teamwork bonus. The teamwork bonus is ×1.25 with two participants, ×1.4 with three and ×1.5 with four or more. Alone it is ×1.

On your first click you pick your role: muscle, driver, lookout or fixer. That role stays for the whole round. If at least one other participant counts for the teamwork bonus and nobody else has your role, you get 10% of your base cut on top. Alone, the role doesn't count.

Your own cash bonus adds at most 25% to your base cut.

You count as a participant from 8 energy. The teamwork bonus and the role bonus apply from rank Soldier and after 24 hours of membership. Anyone who just joined or switched families gets only their base cut until then.

Every member gets at most 6 heist payouts per day. After a payout the family waits 20 minutes.

Afterwards every participant gets a notice with their base cut, the teamwork bonus, the role bonus and their personal bonus. Before that, the screen shows your cut now and at a full goal.

Costs, returns and limits

The family's heist track gives participants who count for the teamwork bonus up to 20% extra on their base cut.

Tips
Pitfalls

Family vault

What it is

What's in the family vault belongs to the family. The family vault is the family's shared street cash. Members deposit. Only the boss withdraws, within fixed limits.

Where to find it

More, Family.

How it works

You can deposit from $100, even while you're in the hospital.

Only the boss can withdraw, from that same minimum, at most $5,000 per withdrawal. Then the boss waits 40 seconds before withdrawing again. The withdraw button counts that cooldown down live and becomes active again on its own. The game refuses an early withdrawal with a notice. The game confirms a deposit right away.

The vault track raises that maximum per withdrawal by $5,000 per level, up to $25,000 extra. That applies to the whole family right away.

Costs, returns and limits

You can't withdraw in the hospital. You can deposit. Extra spots, tracks and upkeep are paid from the family vault.

Tips
Pitfalls

Family

What it is

Blood is thicker than water, and the family forgets nothing. A family shares a member list, a family vault, a heist and tracks. You're in at most one family. The founder is the boss.

Where to find it

More, Family.

How it works

Founding costs $250,000 and is possible from rank Capo. The name is 3 to 20 characters.

You start with 25 spots. Every 5 extra spots cost $25,000 from the family vault, up to 50 members.

Invites and open requests expire after 7 days. Sending one gives the sender a notice. Leaving writes a signal for the member and for the boss and the underboss. When the boss is the last member, the button says Dissolve family.

A family has at most one underboss, appointed by the boss. The underboss approves or rejects requests, invites, removes regular members, manages recruiting and calls the family to a heist; everything is written to the log. The vault, upgrades, logo and description stay with the boss. When the boss leaves, the underboss follows first, otherwise the successor the boss picked, otherwise the longest-standing member.

The confirmation for a track names the weekly upkeep after that purchase.

Tracks: protection, crime cash, heist, family vault and jail bribes. Only the boss buys them, level by level, from the family vault.

The heist pot and the vault limit apply to the whole family right away. The personal perks (protection, crime cash, cheaper jail bribes and revenge) only kick in from rank Capo and after you've been a member for 3 days.

Crime cash: plus 2% per level, up to 10%. It's the last factor in a job's cash calculation (see Crimes).

Heist and family vault: see the Heist and Family vault cards. Jail bribes: 6% cheaper per level, up to 30%. In the hospital you always pay full price.

Protection: every level takes more off three things. A hit on a member becomes less likely, an attacker grabs less loot, and a member who gets put down spends less time in the hospital. The effect is biggest at the top level. Level one costs $150,000, the top level $3,000,000.

From protection level 1 the family gets a heads-up when a member is attacked. From level 2 you see who your enemies are. From level 4 revenge applies. At the top level omertà applies: a hit on a member costs the shooter $100,000 extra.

Revenge: if someone attacks a member, the family has a right of revenge on that player for 24 hours. You get 5% extra win chance when you attack them and you may attack across a bigger rank gap, up to 3 ranks. On a hit on them you also get 4% extra chance.

Costs, returns and limits

Upkeep: every 7 days, 2% of what the family spent on tracks comes out of the family vault. If the vault can't pay, the perks drop a level. Protection is the most expensive track. A hit on a protected member can cost an extra $100,000.

Tips
Pitfalls

Crew

What it is

Guys who do the dirty work while you sleep. Your crew builds up hourly income for you. They belong to you, not to the family vault.

Where to find it

Services. From rank Soldier.

How it works

You hire at most 5 crew members.

The first costs 650. Every next one costs 450 more.

They bring in 160 per hour. At most 10 hours build up.

Hiring locks the pay already owed. The new crew member only counts from that moment.

Costs, returns and limits

Collecting puts the cash in your pocket. Soft prestige keeps your crew.

Tips
Pitfalls

Respect

What it is

On the street your name counts for more than your wallet. Respect isn't cash. Every cash payout gives 12% of the amount as respect. Above 8,000 it grows more slowly: the gain times 8,000 divided by your current respect, with a minimum of one. You start with 250. The leaderboard sorts on it.

Where to find it

In the HUD, on Players, and the milestones on Prestige.

How it works

Every cash payout raises your respect by 12% of the cash, then the soft curve above 8,000. A flat respect bonus on a hit stays flat.

There are 18 milestones, from 1,000 to 500,000 respect.

The first milestone pays $200. The last pays $55,000 and 80 influence.

You claim a milestone that's ready yourself. Soft prestige remembers which ones you already claimed.

Costs, returns and limits

You can claim each milestone once, and it doesn't count toward the season score.

Tips
Pitfalls

Influence

What it is

Cash you can earn back, influence you can't. Influence is the currency that survives prestige. You buy style with it. It gives no power.

Where to find it

Prestige shows your balance. In the Style in the Arsenal you pay for certain pieces with it.

How it works

Every soft prestige gives 175 influence.

Day seven of the login streak gives 55 influence.

Some respect milestones give influence. The last one gives 80.

Costs, returns and limits

Influence stays through soft prestige. You spend it on a title, badge, flair or accent.

Tips
Pitfalls

Ranks and reputation

What it is

Every title has to be earned. Your rank grows with your reputation. It gives no power by itself, but it opens new things. Every promotion gives full energy, a higher energy maximum (100 at the lowest rank, 165 at Don) and, from the third rank on, a skill point for attack or defense. The highest ranks ask for more than reputation alone.

Where to find it

In the HUD and on Players, next to your name. You spend skill points where the HUD offers them.

How it works

The ladder: Street Rat, Associate, Soldier, Enforcer, Capo, Lieutenant, Right Hand, Underboss, Consigliere, Boss, Godfather, Don.

A skill point gives plus one attack or plus one defense. That does count in fights.

Every completed step on your Reputation bar fills your energy bar completely.

Costs, returns and limits

Soft prestige resets your rank and progress. Unused skill points expire; attack and defense you already spent stay. You start again as Street Rat.

Tips
Pitfalls

Season and leaderboards

What it is

Every season a new shot at showing the city who's boss. A season lasts 30 days. Your season score is the cash you earned this season from crimes, collecting, fights (a successful hit included), the heist and smuggling profit. At the end only the score goes back to zero.

Where to find it

Prestige, Season block. The respect board is on Players.

How it works

The season board shows the top 25.

The players list opens on rank: prestige stars first, then rank, then hidden progress within that rank, then respect. Players who hide their rank are still in the list. The Respect button sorts by respect over their whole career. Bots are listed separately.

Costs, returns and limits

Does count: crimes, collecting, fights, a successful hit, the heist and smuggling profit after the train ticket. Doesn't count: fence, chop shop, dice, street race, VIP night, borrowed cash, the login bonus and other daily rewards, respect milestones and casino winnings.

Tips
Pitfalls

Street rush

What it is

When the city is buzzing, the money's lying in the street. Street rush keeps coming back on a fixed rhythm. During the active part every crime pays more cash, the street contract included.

Where to find it

The bar on Street, and the event sheet.

How it works

One round lasts 1 hour. 25 minutes of it is active.

In the active part your crime cash is multiplied by ×1.45. That factor comes after gear, district and streak are added up (see Crimes).

The board shows the top 8 of this round. A new round resets your personal score.

Costs, returns and limits

Only works on crime and contract cash during the active part. There's no energy for sale.

Tips
Pitfalls

Soft prestige

What it is

Starting over, but with a name the street won't forget. You throw away your climb and come back as a heavier hitter. Possible from rank Don, and not while you have a loan open or are locked up.

Where to find it

More, Prestige.

How it works

You win a permanent bonus on your loot: every job, score, brawl and hit pays more. Every new rank makes that bonus bigger, up to the cap.

You get influence for the Style, and your first prestiges earn a medal.

You lose: your rank and progress, street cash (you keep some starting cash), your businesses, your districts and casino tables, unused skill points, your heat, your streak and your running timers. You start over in Rotterdam.

Costs, returns and limits

You keep: bank, weapons and rides, attack and defense (skill points you already spent stay), family, crew, respect, achievements, mastery, season score, influence and style. Cash still sitting on your businesses or in the laundromat goes to the bank first.

Tips
Pitfalls

Achievements

What it is

Every medal is a line in your file. Achievements are flags for milestones: ranks, crimes, scores, fights, smuggling, cities, prestige and businesses. There are 42. They give no combat power.

Where to find it

Prestige, Achievements block. On someone else's profile only if that player shows their achievements.

How it works

The game sets an achievement as soon as your counter reaches the number.

Soft prestige keeps them.

Costs, returns and limits

Some achievements come with a reward in the catalog. The flag itself is the proof.

Tips
Pitfalls

Style

What it is

A good suit says more than a thousand words. Title, badge, flair and accent are for show. There are 26 pieces. They change nothing about cash, energy or fights. You buy a piece with street cash or with influence. Neither one buys you power.

Where to find it

Arsenal, Style block.

How it works

Buy a piece. The cheapest price in street cash is $1,500. The cheapest price in influence is 60.

Buying never equips it. You choose Use in the shop when you want to wear it. One piece per slot.

Equipping and unequipping swaps what's in a slot. Unequipping keeps the piece in your collection.

Costs, returns and limits

You can't buy in the hospital. Swapping always works. Soft prestige keeps what you own and what you wear. Other players see your title, badge, flair and accent by your name. A worn title shows as a line under the nickname on the profile, in the forum list and on the post. The header shows no title.

Tips
Pitfalls

Casino

What it is

The house always wins, unless you are the house. Blackjack and roulette open at rank Enforcer. Every city has 2 tables per game. You play at a table, buy an empty table or take over a table whose bank breaks.

Where to find it

More, Casino.

How it works

Buying costs $50,000 for the license plus a $5,000 starting bankroll, $55,000 in total. Only in the city you're in. Another city shows no buy button.

The owner sets the minimum and the maximum bet. The minimum is at least $50, the maximum at most $500,000.

As a player you bet up to the table maximum, even when the bankroll can't pay a full win. You never get paid more than what's in the bankroll, and never more than $18,000,000 per round. The bankroll itself may sit above that amount. A player loss is added to the bankroll even when it is already above $18,000,000.

The roulette table maximum applies to all chips in a spin together.

Breaking the bank: if the bankroll can't fully pay the win, you still get something paid out, and if less than $5,000 is left in the bankroll, you become the owner. The bankroll is then at zero. The previous owner's history is wiped, the limits go back to default and the table opens. You and the previous owner both get a signal and a message. You'll see: You broke the bank! The table is yours now. The playing field disappears right away and Manage opens for that table, with the limits and the bankroll. You don't play at your own table.

No takeover on an empty bankroll without a payout, on a win that's exactly covered, or on a win at your own table.

In the lobby, Open to takeover sits on someone else's table as soon as the bankroll is lower than the maximum bet.

If you already have 3 tables, you can't buy or take over another table. You may then only bet what the bankroll can fully pay out. A single number then shows its own maximum based on 36. The table warns you about it before you spin. A refused takeover stays with the previous owner. That warning stays hidden on an empty bet.

If you're one below 3 tables and a win would take over the table, the warning sits next to Spin and next to Deal. If the win fits in the bankroll, or the bet is empty, the warning stays hidden. At two or three tables the maximum is called the bet limit. During an open hand, the bankroll and the max payout don't show the bet a second time.

After a takeover the bankroll starts empty; deposit cash to be able to pay out. That's by design, not a bug. The win was bigger than the bankroll, so the whole bankroll was paid out and the winner is the owner. The payout rule doesn't change.

A bet above the maximum isn't silently ignored. The screen shows a notice and the bet doesn't go through.

If you can't play at a table, the reason is shown. At 3 tables, blackjack says immediately that the bet is at most the bankroll divided by 8.

Standing lets the dealer play out. Win, push or loss, with the amount, stays on screen until New hand. In the lobby, Manage on your own table opens the minimum and maximum bet and the bankroll. On the table list for blackjack and for roulette, Manage opens those same limits and bankroll for that table.

Below 3 tables, blackjack's Manage shows the table max. A bet up to that max is allowed, even when the bankroll doesn't cover the win. At 3 tables, Manage shows the lower of the table max and the bankroll divided by 8. The text names that bankroll limit, and the range players see uses that same low amount.

A table that has been closed for 4 hours becomes free again. Taking cash out of the bankroll leaves at least $5,000 and works once every 10 minutes.

Costs, returns and limits

Outside bets pay even money (1:1). A natural blackjack pays 3:2. A single number pays 36 times. At the table cap, the maximum bet is limited by the bankroll divided by 8 (blackjack) or 3 (outside bets) — that is not the player payout. You don't play at your own table. Casino winnings don't count toward the season score.

Tips
Pitfalls

Dice

What it is

Two dice against the curb. Dice is a street table with no bankroll and no takeover. It belongs to the casino, not to the family vault.

Where to find it

More, Casino, the dice table. From rank Associate.

How it works

You bet at least $50. Your maximum bet depends on your rank: the higher your rank, the more you may bet.

You pick low (two to six), seven or high (eight to twelve) and roll two fair dice. The result follows only from the pips. Low and high win with a 41.67% chance and pay 0.95 : 1. Seven wins with a 16.67% chance and pays 4.8 : 1. If a seven lands on low or high, you get your stake back.

Over time the house keeps 2.08% on low and high, and 3.33% on seven.

A bet above $500 gives 1 heat. Then you wait 30 seconds. Only a win gives respect: 1% of the net win, at most 50.

Your last roll and your last 10 rolls stay on screen, even after a reload. If a daily limit is on, you see how much stake you have left today.

Costs, returns and limits

Doesn't count toward the season score. There's no table to buy.

Tips
Pitfalls

Messages

What it is

What you write is in black and white. Messages are conversations between players. Signals are notices from the game, like a casino takeover, a fine or a hit. Your own message shows the nickname of the account you're playing on. If the conversation name doesn't match the messages, the title uses the other sender. You can't reply to messages from the system account.

Where to find it

Messages, and the signals sheet in the HUD.

How it works

A message is at most 500 characters.

You send at most 20 messages per minute.

No links allowed. The profanity filter applies here too.

You delete a conversation with the trash can. You have to confirm it first.

You close a signal with the cross. Signals keeps today's newest notices. An older notice is marked as read and drops off the list. The row is kept.

Costs, returns and limits

Costs nothing. When a casino table is taken over, both players see it in Signals and in Messages.

Tips
Pitfalls

Forum

What it is

The underworld's notice board. The forum is separate from the city chat and private messages. There are 4 public categories. If you're in a family, you also see the Family forum: only members of your family can read it and post there. Leave the family and that door closes. If the family breaks up, the Family forum disappears.

Where to find it

More, Forum. Posting is possible from rank Associate.

How it works

Start a topic in a category or reply to one that's already there.

A title is at most 100 characters. A post at most 4,000.

There's at least 30 seconds between two of your posts.

You can edit or delete your own post up to 15 minutes after posting. Deleting asks for confirmation first.

Bold, italic and references to players (name), families (id or unique name) and topics via tags are allowed; see the legend. The board refuses other links and HTML.

In an archived category you can still read along, but you can't start a new topic.

Costs, returns and limits

Costs nothing. With a posting ban the button stays locked until the penalty ends.

Tips
Pitfalls

City chat

What it is

What's said in the city stays in the city. Short messages for the city you're in right now. No links, no slurs.

Where to find it

The city chat at your city. From rank Street Rat.

How it works

A message is 1 to 240 characters.

You send at most 1 message per 8 seconds.

You can report 5 times per 1 minute.

Costs, returns and limits

Costs nothing. On the train the chat is closed. A mute, a ban or a forum write-ban blocks the chat until that penalty ends. The message names that time. The same gate covers the forum, a private message, your bio, a transfer note and a family invite.

Tips
Pitfalls

Referrals

What it is

Whoever brings in new blood gets rewarded. But only if they stick around. You share your code. If the new player gets far enough, you both get the reward. One device per account applies, and the game has rules against stacking accounts.

Where to find it

The referral page, linked to your account.

How it works

Your code is 10 characters long.

The new player has to reach rank Soldier and a login streak of 3 days.

During the test phase the reward is $25 Premium Points; after launch it is $10,000 street cash. Those are separate rewards — you do not get both at once.

Costs, returns and limits

The game caps sign-ups: at most 5 pre-registrations per internet address per hour.

Tips
Pitfalls

Login streak and daily missions

What it is

Whoever shows their face every day doesn't get forgotten. You claim your login bonus once a day. The day turns over at midnight UTC: in the Netherlands that's two in the morning in summer and one in the morning in winter. Miss a day and your streak starts over at day one. On top of that there are daily missions.

Where to find it

The daily sheet in the HUD.

How it works

The streak has no cap. Rewards rise until day 21; from day 21 every day is the same. Every 7th day gives influence.

Day one gives $200 and 5 energy. From day 21: $4,800 cash and 40 energy; day 7 gives 55 influence. The full table is in the handbook.

If the energy no longer fits on your bar, you get the rest as street cash. 12% of the bonus cash is added as respect.

Daily missions: committing 5 crimes pays $750. Collecting pays $560. An upgrade pays $850.

Costs, returns and limits

Claiming doesn't count toward the season score. The corner coffee is separate from the streak: 20 energy once a day.

Tips
Pitfalls

Moderation

What it is

Even the underworld has rules, and someone who enforces them. Moderation punishes accounts that break the rules: with a warning, a mute, a temporary ban or a permanent ban. A penalty can sit on your account, your internet address or your device. You can appeal.

Where to find it

You see a penalty when you log in, or when an action is refused. You appeal through the notice the game shows. The moderation log is for the team only.

How it works

A junior moderator gives a temporary ban of at most 24 hours.

A senior moderator of at most 168 hours.

Only an admin can give a permanent ban or a heavier penalty.

Every penalty is recorded with the reason and the staff member's name.

The inbox message names the staff member. A lift also sends an inbox message.

A warning can be lifted. A second mute while the mute is still running is refused. The player overview shows the bank balance next to street cash.

Costs, returns and limits

A penalty can withhold street cash or bank cash. How much is in the decision. It's not a fixed amount.

Tips
Pitfalls

What it is

Know your way around the city and you'll find the back door too. On a narrow screen, Home (or Cars when that system is on), Street, Casino and More sit in the bar at the bottom. Bank, Arsenal, Marketplace and the rest are under More. On a wide screen, Cars (when on), Street, Empire, Bank and Casino sit in the bar, with More next to them. Arsenal is under More.

Where to find it

The bar at the bottom on a phone, and the bar under the HUD on a big screen. The handbook and this dossier are under More.

How it works

Home is the overview. On a phone Home is not a fixed tab: when Cars is on, Cars replaces the Home button in the bar; you open Home via the logo. When Cars is off, Home is the first button.

Street is the tab for crimes (no longer labelled Crimes in the bar).

Cars and Marketplace sit under More when Cars is on; on a wide screen Cars is also a primary button.

Refresh the page and you stay in the same spot.

The question mark on a screen opens that feature's card in this dossier.

Players searches by nickname. A filled-in name shows only matches. An empty line shows the regular list.

Stats in the HUD show career, crime, fights, cash, family and achievements. A section without data stays hidden.

Costs, returns and limits

Costs nothing. If not all buttons fit in the bar, you scroll it sideways.

Tips
Pitfalls

Account and recovery

What it is

Lose your keys and you're locked out. You play with a nickname and a password. A session stays valid for a while and expires if you're idle for long.

Where to find it

The login screen. Forgot password is under the form.

How it works

Your password is 10 to 128 characters, with at least one letter and one digit. Your nickname can't be in it.

After 5 failed attempts on an account within 15 minutes, that account is locked for 15 minutes.

Forgot password asks for your email address. If it belongs to an account, you get a code. The screen says the same thing when the address is unknown.

That code arrives from noreply@movetio.nl when you play in Dutch, and from noreply@movetio.com for every other language. The confirmation code after sign-up, a notice when your password changes (including after a reset code) and the confirmation of a deletion request come from the same address. Links in that mail point at the same domain.

The form at /contact is only for advertising, partnerships and press, even without an account. Questions about the game wait until you are signed in.

Deleting an account asks for nickname and password first, then a confirmation with the end date. Cancel does nothing. The grace period is 7 days. After the request the game says the mail was sent. Logging in again within that time cancels the request, with a notice, a signal and a mail.

While your email is unconfirmed, a bar stays under the header. City chat, forum, private messages, transfers, family, attacks, hits and the casino stay closed. 24 hours after registration without confirmation, the whole city closes. Resend, change address, delete account, log out and contact stay open.

A new email address only counts after the code from the mail. The game always gives the same answer, even when the address already belongs to another account; that address gets no mail. Address changes have an hourly limit, and a wrong password counts toward the login lock.

You stay signed in for 30 days unless you're inactive for a long time.

Costs, returns and limits

Costs no game cash. The recovery code is neither a penalty nor a reward.

Tips
Pitfalls

Nickname

What it is

Your name on the street, in the file forever. Your nickname is your name in the game, on the leaderboard and on your profile. It's unique. The system account's name is reserved.

Where to find it

The login screen when you create your account, and everywhere a player name shows.

How it works

Length: 3 to 16 characters.

Only letters, digits, an underscore and a hyphen. No spaces. The underscore can't be at the start or the end, and not twice in a row. There has to be at least one letter in it.

Your nickname stays after a hit and after soft prestige. You start over with the same name.

Uniqueness ignores case: Hans and hans are the same name, also when logging in.

Names that look like staff or the game (such as admin, moderator or movetio), also in a different spelling, and slurs are not allowed. Upper or lower case makes no difference.

Costs, returns and limits

Costs nothing. A name that's already taken is refused.

Tips
Pitfalls

Profile text

What it is

Let the city know who you are, or keep them guessing. Your profile is a card: a round photo on a city strip, then rank, respect, cash and achievements. A lock means others cannot see that field. You still see your own numbers. Editing sits in a sheet, not open on the page. Message and send cash sit in the header of someone else's profile. Photos are checked first. What you hide (rank, respect, city, family, achievements, cash or stats) stays hidden from others, including lists and search. Hide your rank and it stays hidden in lists too. How much street cash someone carries is never public. Searching for part of a name uses the same list as Players. Hidden rank and respect stay hidden.

Where to find it

Your own profile, via your name. You open someone else's profile via their name.

How it works

The text is at most 400 characters.

No links and no slurs. The same filter as messages.

There's 15 seconds between two edits.

A new photo is checked first. Until then only you see it, labelled under review. Others only see an approved photo.

Your profile shows the style you bought. The button opens the shop in Arsenal.

Under the name it says since when the account exists, in the date form of your language. If that date is missing, the line stays hidden.

Without a photo you see a gold silhouette in a fedora. A photo under review is a small label, not a bar across the photo.

Costs, returns and limits

Costs nothing. The style by your name come from the pieces you wear, not from your bio. The title line sits under the nickname. The chip next to it says whether the piece is on.

Tips
Pitfalls

Bot protection

What it is

Sometimes the game asks for a quick check that you're not a bot.

Where to find it

On the screen where the check is needed. You only see it when it is.

How it works

Follow the short prompt on screen; then you just keep playing.

Costs, returns and limits

Costs no play cash.

Tips
Pitfalls

Devblog

What it is

Public updates on building Movetio. Posts are multilingual (NL/EN) and follow your language choice.

Where to find it

Open /devblog, or pick Devblog in More or in the login-page footer.

How it works

Anyone can read posts without logging in.

You only see and post comments when logged in.

Staff can hide or delete comments.

Costs, returns and limits

Costs nothing.

Tips
Pitfalls

Online status

What it is

The green dot means someone was recently online. You can hide that under Privacy.

Where to find it

Profile → Privacy → Online status. Also on Players, Transfers, city chat and the forum.

How it works

Turn Online status off to stop appearing online, including on your own profile.

Moderators and admins can still see your online status.

Costs, returns and limits

Costs nothing.

Tips
Pitfalls