Wiki
How The Undercity works β every rule, formula and number.
Every number on this page is read from the live game rules, not typed by hand. When the balance changes, the Wiki changes with it.
The Undercity is a browser crime MMO. You start with $500 in your pocket, a base of 5 in every stat and a full energy bar, and you build from there: commit crimes for cash and XP, train your stats, gear up, buy property and businesses, join a gang and fight for the city's districts.
- Cash vs bank. Money in your pocket can be stolen in PvP; money in the bank is 100% safe. Everything you buy is paid from your pocket, so withdrawing is the moment of exposure.
- Energy is the action currency. Max 100 (more with a residence), regenerating 1 point every 3 minutes β empty to full in about 5 hours. It regenerates while you are offline, in jail or in hospital.
- HP only matters in fights. Max HP = 100 + your Strength (base and gear) + any HP bonus from gear. 1 HP regenerates every 2 minutes. Losing a fight costs HP; hitting 0 sends you to the hospital.
- Player XP and level. Your XP comes from successful crimes only. Going from level L to L+1 costs round(50 Γ L^1.6) XP. The level cap is 50; XP keeps counting past it for the rankings.
- Stat points. Every level grants 5 stat points (a total budget of 250 at the cap). One training action spends one point.
- Newbie protection. You cannot be attacked or raided while you are under level 5 OR your account is younger than 24 hours. Both conditions must clear before you become a target.
- Everything is decided on the server. Every roll (crime, fight, loot, casino) is seeded and computed in the database β nothing is rolled in your browser, and every timer counts on the server clock.
| Level | XP to next level | Total XP at this level |
|---|---|---|
| 1 | 50 | 0 |
| 2 | 152 | 50 |
| 5 | 657 | 951 |
| 10 | 1,991 | 6,687 |
| 15 | 3,808 | 20,100 |
| 20 | 6,034 | 43,440 |
| 30 | 11,544 | 127,481 |
| 40 | 18,292 | 272,332 |
| 50 | β | 489,709 |
Crimes are the main source of cash, XP and loot. There are 13 crimes in 5 tiers, unlocked by level. Each attempt costs energy and rolls once for success; a failure can land you in jail.
- Success chance = (base % + Ξ£ stat Γ weight β tier difficulty + gear crime bonus) Γ· 100, clamped between 5% and 95%. Stats include gear and active drug effects, and the Ξ£ stat Γ weight sum gets the residence bonus (+5% in a tier 2 district, +10% in tier 3). The Crimes page shows your live chance for every crime.
- Reward. A success pays a random amount between the crime's min and max, boosted by any "Crime Reward" gear bonus, and grants its fixed XP. Failures pay nothing.
- Jail. After a failure a second roll checks the crime's jail risk (plus "Jail Risk" modifiers from gear and drugs). A bust locks you up for tier Γ 5 min, so tier 1 = 5 min and tier 5 = 25 min. Penthouse and Mansion shorten sentences by 10% / 20% (never below 30 seconds).
- Loot. Each success rolls at most one item drop. Rarities are checked rarest first with the chances in the table below; the item is then picked from the pieces that drop on that tier. Consumables can drop on the same roll (Soda: 10% on any tier).
- No client dice. The roll is seeded from your id, the crime and the server time β replaying the request cannot change the outcome.
| Tier | Crime | Min level | Energy | Base % | Jail risk | Reward | XP | Stat weights |
|---|---|---|---|---|---|---|---|---|
| T1 Β· Pickpocket | Swipe a Phone | 1 | 5 | 62% | 3% | $60β$140 | 6 | SPD 0.35, CUN 0.15 |
| T1 Β· Pickpocket | Lift a Wallet | 1 | 5 | 65% | 2% | $50β$150 | 5 | SPD 0.3, CUN 0.2 |
| T2 Β· Shoplifting | Shoplift Jewelry | 3 | 8 | 45% | 5% | $180β$380 | 14 | SPD 0.2, CUN 0.35 |
| T2 Β· Shoplifting | Shoplift Electronics | 3 | 8 | 50% | 4% | $150β$400 | 12 | SPD 0.25, CUN 0.3 |
| T2 Β· Shoplifting | Raid Warehouse | 4 | 10 | 42% | 5% | $200β$420 | 15 | SPD 0.2, CUN 0.2, STR 0.2 |
| T3 Β· Grand Theft | Steal a Sedan | 6 | 12 | 48% | 7% | $400β$900 | 25 | SPD 0.3, CUN 0.25, STR 0.1 |
| T3 Β· Grand Theft | Jack a Sports Car | 7 | 14 | 40% | 8% | $500β$950 | 30 | SPD 0.35, CUN 0.2, STR 0.1 |
| T3 Β· Grand Theft | Hijack a Cargo Truck | 8 | 15 | 32% | 8% | $700β$1,200 | 35 | SPD 0.15, CUN 0.2, STR 0.3 |
| T4 Β· Heist | Rob a Credit Union | 12 | 20 | 25% | 11% | $1,500β$4,000 | 60 | SPD 0.15, CUN 0.3, DEF 0.1, STR 0.2 |
| T4 Β· Heist | Crack the City Vault | 15 | 25 | 20% | 13% | $2,000β$5,000 | 80 | SPD 0.1, CUN 0.35, DEF 0.1, STR 0.2 |
| T5 Β· Grand Heist | Rob the Museum | 18 | 28 | 18% | 14% | $6,000β$14,000 | 130 | SPD 0.2, CUN 0.35, DEF 0.15, STR 0.1 |
| T5 Β· Grand Heist | Crack the Casino Vault | 24 | 32 | 14% | 17% | $10,000β$24,000 | 200 | SPD 0.15, CUN 0.4, DEF 0.15, STR 0.2 |
| T5 Β· Grand Heist | Raid the Federal Reserve | 30 | 38 | 10% | 21% | $20,000β$50,000 | 320 | SPD 0.15, CUN 0.4, DEF 0.2, STR 0.25 |
| Tier | Sentence |
|---|---|
| T1 Β· Pickpocket | 5 min |
| T2 Β· Shoplifting | 10 min |
| T3 Β· Grand Theft | 15 min |
| T4 Β· Heist | 20 min |
| T5 Β· Grand Heist | 25 min |
| Rarity | T1 Β· Pickpocket | T2 Β· Shoplifting | T3 Β· Grand Theft | T4 Β· Heist | T5 Β· Grand Heist |
|---|---|---|---|---|---|
| Street | 12% | 10% | 6% | 4% | 3% |
| Hustler | 2% | 4% | 6% | 6% | 5% |
| Syndicate | β | β | 2% | 3% | 5% |
| Kingpin | β | β | β | 0.8% | 1.5% |
| Godfather | β | β | β | 0.02% | 0.1% |
The Big Score
- Who and when. Unlocks at level 40. Daily limit: 1. The target is the same for the whole city and turns at 20:00 SΓ£o Paulo time, along with the day's attempt; each target favours different stats.
- The odds. Your gear counts at 20% and the drugs you took count in full, over the stats the day's target favours. Never above 60%. Costs 75 energy.
- If it fails. 60% chance of jail (jail gear helps), for 30 minutes.
- If it works. $600,000β$1,400,000, raised by your reward bonus, plus 10,000 XP, and a 1% chance of a Godfather piece. The money goes into a Bag, not your pocket, and the whole city is told.
- The Bag. It can't be spent, deposited, mailed or given to your gang. Every fight you lose, the winner takes 10% of what's left in it, and not your pocket; an account that ever shared your device takes nothing. After 4h on the street it cools off and goes to your bank; in jail, in hospital or shielded by an active war, the clock stops. With a Bag in hand, or enlisted in a war, you can't pull another score. In the PvP hunt, the carrying filter also shows who holds a Bag, the fattest first.
Four stats drive everything: Strength, Defense, Speed and Cunning. All start at 5. Training on the Training page spends one stat point and some energy to raise a stat by 1.
- Strength β attack in PvP and war (Γ1.0), raid power (Γ1.0) and +1 max HP per point. In crimes, up to +0.3 percentage point of chance per point (every crime's weights are in the Crimes table).
- Defense β only works when you are the one attacked: defense in PvP and war (Γ1.0). It never enters an attack you start, nor a raid. In crimes, up to +0.2 pp per point.
- Speed β the only stat on both sides of a fight: attack (Γ0.5) and defense (Γ0.4). Raid Γ0.6. In crimes, up to +0.35 pp per point.
- Cunning β attack in PvP and war (Γ0.3) and raid (Γ0.8). In crimes, up to +0.4 pp per point.
- Budget. You get 5 points per level, 250 in total at level 50. Spent points are read off the stats themselves (stat β 5).
- Redistribute (respec). On the Training page you move the points you have already trained in one go, with no energy β points not trained yet stay in training. The first costs $4,000 per trained point; the second costs Γ4, the third Γ24, the fourth Γ192 (each respec multiplies the last by 4, 6, 8β¦). Only Gold puts the ladder back at the start (100 Gold). One respec every 24 h, never in jail, in hospital or with your gang at war.
- Energy cost of one training action = 5 + floor(stat Γ· 25): it grows as the stat grows.
- On top of training: equipped gear adds flat stats or % effects, a residence in a tier 2 / tier 3 district adds +5% / +10% to your stats in crimes, PvP, war and raids (not to max HP), and drugs add timed buffs and debuffs.
| Stat value | Energy per action |
|---|---|
| 5 | 5 energy |
| 25 | 6 energy |
| 50 | 7 energy |
| 75 | 8 energy |
| 100 | 9 energy |
| 150 | 11 energy |
| 200 | 13 energy |
Attack other players to steal the cash in their pocket. A fight costs 10 energy and is resolved by a single roll against your attack power versus their defense.
- The attacker rolls ATTACK power against the target's DEFENSE power. Attack = STR Γ 1.0 + SPD Γ 0.5 + CUN Γ 0.3. Defense = DEF Γ 1.0 + SPD Γ 0.4. Your own Defense does not count when you attack β it only protects you when you are the one being hit. Both sides include gear, active drug effects and the residence bonus (+5% in a tier 2 district, +10% in tier 3).
- Win chance = attack Γ· (attack + defense), clamped between 2% and 98%. Nobody is ever a sure thing. "PvP Power" multiplies your power before that division β equal Power on both sides cancels out, and the closer a fight is, the more a point of it moves the odds. The target list shows your chance on every card, with all of this included.
- Example. With STR 40, SPD 30 and CUN 20, your attack is 61. A target with DEF 50 and SPD 20 has a defense of 58: your chance is 61 Γ· (61 + 58) = 51%. If that same target attacks you, the sum becomes THEIR STR, SPD and CUN against YOUR defense.
- Winning steals 10% of the target's pocket cash β all of it, however much they are carrying, with no ceiling β less if the loser wears gear with "PvP Steal Loss", which shrinks what leaves their pocket in either direction, whether they were attacked or attacked and lost. Banked money is untouchable.
- Losing costs the loser 20 HP. If that drops them to 0 they go to the hospital for 2 minutes (a drug's "Hospital Time" effect can shorten or lengthen that; gear cannot β gear discounts the bill instead) and leave with full HP. If YOU lose an attack you started, the defender takes 10% of your pocket (same cap) and you take the damage.
- Rules of engagement. You can attack anyone at your level or above, and anyone down to 5 levels below you β never lower. Targets must also be out of jail, out of hospital, not under newbie protection and not enrolled in an active territory war (the preparation window leaves them open). 30 seconds between attacks, and the same player only once every 2 hours. Territory wars waive the level rule and the same-target cooldown between the gangs at war.
- Hunting. The target list is a random sample of the city, with members of gangs you are at war with always on top. Filter by name or gang tag. Pocket wealth is shown as a fuzzy band, never the exact amount: πΈ under $10,000, π° from $10,000, π°π° from $100,000, π°π°π° from $1,000,000.
- Online means active in the last 5 minutes. Victims see the theft in real time, and every fight β started by you or brought to you β is kept in the Combat Log, at the bottom of the PvP page.
Two ways to lose time. Jail comes from failed crimes and failed raids; the hospital comes from fights, overdoses and failed raids. Both lock you out of actions until the timer runs out or you pay.
- Bail and hospital bill share one base price: 5 Γ the biggest max reward of any crime you have unlocked. It jumps at tier boundaries, not with every level. "Bail Cost" and "Hospital Bill" gear effects reduce it, by at most 90%. It also falls with the time left: paying buys back the wait, so a timer nearly done is cheap. At 25 minutes of jail or 40 minutes of hospital you pay the full price; below that the bill slides down with the clock, never under 5% of the base. Both are paid pocket-first, and whatever is left comes out of the bank: nobody can rob you while you are locked up, so there is nothing to protect by making you withdraw first.
- Hospital times. PvP knockout: 2 minutes. Overdose: a random span in the drug's range (see Dealer). Failed raid: β30 HP and 10 minutes if that knocks you out.
- Jail times. Failed crime: tier Γ 5 minutes. Failed raid: 15 minutes + 5 minutes for every defense installed on the business you hit.
- Leaving the hospital restores full HP β by the clock or by paying. You never walk out one hit away from going back in.
- While locked up you can still use the chat, the bank and your profile. Releases are automatic and use the server clock; the app checks on every action, so a clock set wrong on your phone cannot cheat the timer.
Chief Bastos
- Who he is. In your cell, Talk to the chief opens the office of Chief Bastos, the police chief. He is played by an AI: you write, he answers, and any talk can be reported.
- What he can do. Cut up to 10% of the time left for free, or up to 50% for a bribe. He never lets anyone out: at least 30 seconds stay on the clock, and bail and The Family Lawyer remain the only ways out.
- The bribe. It costs that second's bail Γ the share of the sentence he cuts Γ a factor he picks between 40% and 100%. Cunning lowers that floor by 10 percentage points when it sits at least 10% above the average of your four stats, and by twice that at 40% above. It pays like bail: your pocket first, the rest from the bank.
- The limits. One talk per arrest and 3 a day, and only with at least 2 minutes of sentence ahead; up to 4 lines of yours per talk; an offer stands for 3 minutes. Talking about anything but your case counts as a slip (bargaining never does), and 2 slips end the talk: an offer already on the table still stands, but no new one comes.
The bank is the only safe place for cash. Deposits are free, instant and unlimited, and there is no interest, no fee and no minimum.
- Deposit from anywhere with the button in the top bar. Withdrawing only happens on the Bank page β that trip is deliberate: cash in your pocket is what rivals can see and steal, 10% of it every time they beat you, with no ceiling. Walking around rich is a decision.
- Recurring costs pull from the bank. Business bribes and property upkeep charge your pocket first and then your bank balance, so banking your money never costs you a shop or your home.
- Net worth for the Wealth ranking counts cash + bank + what your residence costs in its district + everything you have sunk into your businesses: what each slot cost, every upgrade, and every defense.
Gear moves between players on the Market. Anyone can list items; buyers choose how many units to take from a listing.
- A listing is stock at a unit price. "6 pants for $600" means six $100 pants; a buyer can take 1, 3 or all 6. Minimum $1 per unit.
- Fee. The seller receives the price minus 10% (amounts under $10 pay no fee). The seller is notified on every sale.
- Expiry. Listings last 48 hours, then the items return to the seller's inventory.
- Price guide. The market shows recent sale prices per item so you can price against the going rate.
- Quick sell. Any item can be sold instantly to the city for 30% of its base price. The unit you have equipped is never sold by mistake. On the Market's Sell tab, Sell all Street items to the NPC does this for every Street item in your bag at once β what you are wearing, and one of each weapon in your war loadout, stays.
- Where gear comes from. There is no NPC store for gear: every piece in the game dropped from a crime at some point (see Items).
69 pieces of gear across 5 rarities, worn in 15 loadout slots. Gear is the only way to add power beyond training, and it never wears out.
- Slots: helmet, body armor, fists, pants, feet, belt, 3 weapon slots, 3 backpack slots and 3 jewelry slots. One item per slot; a stack can have one unit equipped.
- Effects. Core stats (STR/DEF/SPD/CUN, or "All Stats") add directly. Percentage effects are summed across everything equipped: Crime Success, Crime Reward, Jail Risk, PvP Power, PvP Steal Loss, Hospital Bill, Bail Cost, Business Income, Max Energy, Max HP.
- Rarities, rarest last: Street, Hustler, Syndicate, Kingpin, Godfather. Higher rarities only drop from higher crime tiers.
- The Items page is the full codex: every item, which tiers it drops on, its per-tier drop chance, base price and quick-sell value, with the ones you own highlighted.
| Rarity | T1 Β· Pickpocket | T2 Β· Shoplifting | T3 Β· Grand Theft | T4 Β· Heist | T5 Β· Grand Heist |
|---|---|---|---|---|---|
| Street | 12% | 10% | 6% | 4% | 3% |
| Hustler | 2% | 4% | 6% | 6% | 5% |
| Syndicate | β | β | 2% | 3% | 5% |
| Kingpin | β | β | β | 0.8% | 1.5% |
| Godfather | β | β | β | 0.02% | 0.1% |
Drugs restore energy and grant timed effects. Buy from gang-run trap houses or the permanent street supplier on the Dealer page, then use them from My Stash. Buy and use on the same page.
- Prices are set by the owning gangβs Boss and Capos, between wholesale and the street supplierβs price. Members pay the same price.
- The street always sells at the reference price in the table. Gang shelves replenish daily and can run out; the street supplier remains available.
- Overdose risk = (drug's base risk + its streak increment Γ doses taken in the last 60 minutes) Γ (1 + "Overdose Risk" effects). Those effects come from drugs and from gear, and together they never cut the risk by more than 80%. A dose every hour resets the streak; chaining doses climbs fast.
- Overdosing sends you to the hospital for a random time in the drug's range (shortened or lengthened by "Hospital Time" effects). The risk meter on the Dealer page reads: low β€ 15%, moderate β€ 30%, high β€ 50%, dangerous β€ 75%, critical above that.
- Soda is a consumable that drops from crimes: β50% overdose risk for its duration. Adrenaline refills energy to max.
- Trap-house stock. Daily restocking depends on gang level, district tier and fixed specialty. Personal businesses still earn passive income. Trap-house sales accumulate as cash until the Boss or a Capo collects. Uncollected cash is exposed to raids.
| Drug | Reference price | Energy | Duration | Effects | Base OD risk | OD hospital |
|---|---|---|---|---|---|---|
| Weed Β· Stoned | $50 | +15 | 20 min | -3 SPD, -5% Jail Risk, -2 STR, +3% Crime Success | 3% | 20 min β 40 min |
| Speed Pill Β· Wired | $100 | +20 | 15 min | +3 SPD, -2 DEF | 5% | 30 min β 1 h |
| Cocaine Β· Cocaine Rush | $1,000 | +50 | 10 min | +5 CUN, +8% Jail Risk, +5 STR | 15% | 40 min β 1 h 15 min |
| Heroin Β· Numbed | $2,000 | +75 | 10 min | -8 SPD, -5 CUN, +10 DEF, -5 STR, -10% Crime Success, -30% Hospital Time | 25% | 1 h β 1 h 30 min |
| Adrenaline Shot Β· Berserker | $6,000 | MAX | 5 min | +8 SPD, +22% PvP Power, +8 STR, +50% Hospital Time | 50% | 1 h 30 min β 2 h |
Own up to 5 personal establishments. All 6 available types earn passive income into a till. Each business sits in a district and pays a daily police bribe. Trap houses belong to the gangs controlling the districts and are managed from the Gang page.
- Opening cost = the type's base cost Γ the multiplier for the rung you are filling: Γ1, Γ1.5, Γ2.25, Γ3.4, Γ5. Selling frees that rung, so a replacement costs what the old one did instead of the top of the ladder. Reopening a seized shop costs the full base again.
- Passive income accrues into the till for up to 7 days, then stops until you collect it on the Business page. Income is multiplied by the shop level: Γ1, Γ1.6, Γ2.5, Γ3.8, Γ6 for levels 1β5 β and by the district's tier: Γ1, Γ1.15, Γ1.3 in tier 1, 2 and 3 districts, before the protection cut. Upgrades cost $50,000, $200,000, $600,000, $1,500,000. Collect all, at the top of the page, collects every business in one tap.
- Bribe. Each business pays its daily bribe from your cash, then your bank. After 3 unpaid days it closes and its stock is seized.
- Business Income gear boosts passive income only β it never touches a sale. A sale credits the business exactly what the buyer paid. Personal establishments no longer sell drugs.
- Protection. Collections are taxed only when a gang controls the district. The cut goes to the controlling gang, including when you are one of its members. On neutral turf you receive the full collection: no tax is charged and no money is burned (see Territory).
- Security = level Γ 40 + installed defenses. Defenses are permanent one-time purchases; all five together cost $25,100,000 for +5,700 security.
- The till is what raiders steal. Collect often, or defend.
- Selling hands back 75% of everything you sank into a business β its slot price, its upgrades and its defenses. The other 25% is the penalty, and the level and defenses are gone for good. Unsold stock comes back at what it cost you.
| Type | Opening cost | Income | Bribe |
|---|---|---|---|
| Trap House$10,000 β $15,000 β $22,500 β $34,000 β $50,000 | $10,000 | β | $100 / day |
| Laundromat$10,000 β $15,000 β $22,500 β $34,000 β $50,000 | $10,000 | $250 / day | $25 / day |
| Pawn Shop$120,000 β $180,000 β $270,000 β $408,000 β $600,000 | $120,000 | $3,000 / day | $300 / day |
| Chop Shop$240,000 β $360,000 β $540,000 β $816,000 β $1,200,000 | $240,000 | $6,000 / day | $600 / day |
| Gun Store$480,000 β $720,000 β $1,080,000 β $1,632,000 β $2,400,000 | $480,000 | $12,000 / day | $1,200 / day |
| Nightclub$1,000,000 β $1,500,000 β $2,250,000 β $3,400,000 β $5,000,000 | $1,000,000 | $25,000 / day | $2,500 / day |
| Casino$2,400,000 β $3,600,000 β $5,400,000 β $8,160,000 β $12,000,000 | $2,400,000 | $60,000 / day | $6,000 / day |
| Defense | Cost | Security |
|---|---|---|
| Pit bulls | $100,000 | +100 |
| Alarm system | $500,000 | +300 |
| Armed guards | $2,500,000 | +800 |
| Panic room | $7,000,000 | +1,500 |
| Military defense | $15,000,000 | +3,000 |
Detective Barone
- Who he is. Detective Barone is a vice detective as crooked as they come. Sometimes, when you collect from a business, he is waiting at the door and takes the whole envelope. He is played by an AI: you write, he answers, and any talk can be reported.
- When he shows up. A 8% chance on each collection of $2,000 or more, at most once every 20 hours, never while you are in jail or in hospital, and never when you sell a business.
- What he takes. A share of that one envelope and nothing else: your pocket, your bank and the gang's protection are never touched. He opens at 50%, and in up to 4 lines of yours he can come down by up to 15 points a line, never below 20%: 15% if your Cunning sits 10% above the average of your four stats, 10% at 40% above. Provoke him and the price jumps to 75%, then 90%; back down and it can fall again.
- The clock. Pay whenever you like and the rest goes to your pocket. Walk away and in 15 minutes he takes the share on the table. Talking about anything but the deal counts as a slip (bargaining never does), and 2 slips end the talk at the price you are at.
Raid a rival business from PvP. Success puts a share of its uncollected cash into your pocket. Every attempt costs 10 energy, and failure brings heavy penalties.
- Raid power = STR Γ 1.0 + SPD Γ 0.6 + CUN Γ 0.8 (with gear; active effects do not count), times the residence bonus (+5% in a tier 2 district, +10% in tier 3). Chance = power Γ· (power + the shop's security), clamped between 5% and 95%. A typical mid-game raider has about 120 power.
- Success steals 50% of pending cash, capped at $500,000. A personal business loses its pending accrual; a gang business loses only the stolen amount and keeps its stock.
- Failure: jail for 15 minutes + 5 minutes per defense on the target, β30 HP (and 10 minutes in hospital if that knocks you out), a fine of 10% of your pocket cash (at least $1,000), the owner learns your name, and THAT target is closed to you for 4 hours β every other one stays open.
- Cooldowns. 10 seconds between your raids; each shop can only be hit once every 60 minutes.
- Targets. Personal owners need level 5+ and an account older than 24 hours. Gang businesses have no personal owner and do not use that owner protection. You cannot raid your own gang. Search by business, owner or gang; war rivals appear first. Targets are never a member of your own gang or a business owned by your gang. The list can be sorted by Biggest loot, which searches the whole city for the most uncollected cash.
A residence gives quality-of-life perks only β more energy, faster regen, shorter jail sentences β never combat stats directly. You own one home at a time, in a district of your choice.
- District tier scales everything: tier 2 costs Γ1.5 with upkeep Γ1.3, regenerates 10% faster, +10% to the energy bonus and +5% to all stats; tier 3 costs Γ2.5 with upkeep Γ2.0, 20% faster regen, +20% energy bonus and +10% to all stats.
- Upkeep is charged every 7 days from cash, then bank, and goes in full to the treasury of the gang that runs the district (in a neutral district, to no one). 2 unpaid weeks in a row and you are evicted.
- Moving is selling and then buying β there is no direct move. Sell the place you live in for 75% of what it cost you, then buy the new one at its full price.
- Selling hands back 75% of what your home cost where it stands (catalogue price Γ district tier); the other 25% is the penalty. Overdue upkeep is settled first, so selling is not a way out of the bill.
| Home | Price | Upkeep | Max energy | Regen | Jail time |
|---|---|---|---|---|---|
| Safehouse | $25,000 | $500 / week | +10 | 1 / 2 min | β |
| Apartment | $150,000 | $3,000 / week | +20 | 1 / 1 min 30 s | β |
| Penthouse | $750,000 | $12,000 / week | +30 | 1 / 1 min | -10% |
| Mansion | $3,000,000 | $40,000 / week | +50 | 1 / 45 s | -20% |
A gang is 30 players with a shared treasury, a private chat and a claim on the city. Creating one costs $5,000; to get in, a Boss or Capo invites you, or you apply and one of them answers.
- Roles. The Boss and Capos can invite, claim districts and declare wars. Soldiers fight and contribute. Only the Boss hands out bonuses, which split evenly across every member regardless of rank; there is no withdrawal. The Boss can hand the gang to any member in Gang β Members: the pick becomes Boss and the old Boss becomes a Capo.
- One treasury. The cut from every business in the gang's districts, everything collected from its Trap Houses and every member's deposit land in the same treasury. Money leaves it only through claims and wars (Boss or Capo), the Boss's bonus and the weekly count.
- The weekly count. Once a week the land tax is paid first; then the profit β what the territory earned that week minus the land tax, capped at what is left in the treasury β is split by rank. The default split is 51% to the Boss, 29% shared among the Capos and 20% shared among the Soldiers, and the Boss can change it: each rank takes 0 to 100%, and whatever no rank takes stays in the treasury (0% for everyone keeps the whole profit). It changes at most once every 7 days, and the whole gang is notified. An empty rank hands its share sideways, never up β with the default split, no Capos means 51/49 to the Soldiers, no Soldiers means 51/49 to the Capos, and a Boss with nobody under them takes whatever the split hands out. Deposits never count as profit, and whatever does not divide evenly stays in the treasury. 3 days before, everyone is told the split is coming, and how much is missing if the treasury can't cover the land tax. Check the next count in Gang β Treasury.
- Respect is the gang score: +100 for every territory war won. It drives the Gangs ranking. Gang XP and level are separate from respect and player XP. Sales to non-members, holding districts each day and winning wars generate collective XP; higher levels increase the gangβs restocking and product variety. Purchases by your own members give no XP.
- Name 3β24 characters, tag 2β5, shown next to every member's name.
- Gang chat is private to members. Leaving is free; the treasury stays.
- Getting in. Apply from the Gangs page and any Boss or Capo of that gang can let you in or turn you down. You can hold 5 applications at once, and a rejection locks that gang for 24 hours.
The city has 21 districts spread across its boroughs. Holding one is purely economic β no combat bonus. The gang collects protection from every personal business in the district, its own members included, receives the weekly upkeep of every home there, and pays a weekly land tax for the map it holds. Neutral districts charge no protection.
- Claiming a neutral district costs the base price multiplied by 2.2 for each territory your gang already controls. Only the Boss or a Capo can claim, paying from the treasury. Members' wealth, stock, revenue and deposits do not change the price. The table below shows the base price, paid by a gang with no territory. A district you BUY is immune for 24 hours; a district you WIN in war is immune for 5 days.
- Protection cut. The holder skims the district's percentage from the passive income of EVERY business on the turf, its own members included. Homes pay the gang their whole upkeep instead (see Real estate). In a neutral district, business owners keep their full collections. The rates in the table below apply only once a gang takes control.
- Weekly land tax. Holding territory is taxed at every weekly count, before the profit is split: 1% of the sum of your districts' base prices for every day of the week, multiplied by 1.6 for each district you hold β so every new district makes the whole map dearer, and giving one up makes all the others cheaper. If the treasury can't cover it, the government seizes districts until the tax fits, starting with the one losing the most money (the tax it adds minus what it earns); a district at war is never seized. The Boss can also give a district up at any time, with no refund.
- Declaring war on a held, non-immune district costs the SAME as claiming it: the base price in the table below, multiplied by 2.2 for each territory your gang already controls. The defending gang's size doesn't enter the price. It comes out of the treasury when you declare (Boss or Capo) and doesn't come back if you lose.
- Phases. 2 hours of preparation (everyone is notified), then up to 24 hours of open PvP. Only the two gangs' war rosters fight β up to 10 a side, ticked by the Boss or a Capo in Members β War roster β and the list is locked when war is declared. The bench watches. A gang is in one war at a time: a gang already at war, or preparing for one, on either side, can't declare another and can't be declared on.
- War attacks use the normal PvP formula but ignore the level rule and the same-target cooldown, and the hit is not flat: a street fight always costs the loser 20 HP, while a war hit is 20 Γ (1 + 1 Γ the winner's "PvP Power" Γ· 100), never less than 1. A fighter sent to the hospital is OUT of the war β whatever put them there: a war fight, a lost street fight, a failed raid, a bad dose β and counts against their side. So does a fighter who leaves the gang, or is kicked from it, while the war is on β preparation included. While a war is live, its fighters can't be attacked in normal PvP. The enemy's list shows your chance against every fighter still in the war β the same number as the PvP cards, with gear, active effects and residence on both sides.
- Winning. The side that took down more of the other wins (the board shows, for each side, how many enemies fell over their total); a tie keeps the district with the defender. The war ends the moment that result can no longer change β one side has no one left, or has already lost more fighters than the other side has in total (for the attacker, as many is enough, since a tie is the defender's) β or when 24 hours pass. The winner takes the district, 5 days of immunity and +100 respect, with nothing more to pay: the price left at declaration. From then on the district counts toward the weekly land tax.
| District | Tier | Base price | Protection when controlled |
|---|---|---|---|
| Harlem | 1 | $100,000 | 12% |
| Upper East Side | 3 | $400,000 | 22% |
| Hell's Kitchen | 1 | $120,000 | 15% |
| Midtown | 3 | $450,000 | 22% |
| Greenwich Village | 2 | $220,000 | 18% |
| SoHo | 2 | $250,000 | 20% |
| Lower East Side | 2 | $200,000 | 18% |
| Chinatown | 2 | $250,000 | 18% |
| Financial District | 3 | $500,000 | 25% |
| Mott Haven | 1 | $50,000 | 11% |
| Hunts Point | 1 | $60,000 | 11% |
| Fordham | 1 | $70,000 | 12% |
| Bedford-Stuyvesant | 1 | $80,000 | 14% |
| Red Hook | 2 | $180,000 | 18% |
| Brownsville | 1 | $40,000 | 10% |
| Brighton Beach | 2 | $240,000 | 20% |
| Bushwick | 1 | $90,000 | 13% |
| Williamsburg | 2 | $230,000 | 19% |
| JFK Cargo | 3 | $600,000 | 28% |
| Long Island City | 2 | $210,000 | 18% |
| Astoria | 1 | $90,000 | 13% |
War loadout
- Where your loadout lives. On Character, in the "War loadout" card: tap Edit, pick the items from what you own and save. The war copies this set the moment preparation ends (full ammo); during preparation the war panel has the same button. Once the war is active the copy no longer changes β swapping the loadout counts for the next war.
- Three items for the war. It is 3 items: weapons only, or two weapons and ONE support tool β Ballistic Shield, Med Kit or Flashbang β never two. The Widow has its own rule: only blades and fists (melee) fit beside it, no second firearm, no tool. With nothing in hand you attack unarmed, exactly as today.
- Weapons. On the war panel, above the enemy roster, the kit bar shows Unarmed and each weapon with its factor and the shots left; tap one to hold it and attack from the roster as usual. When the hit lands, the damage is multiplied by the weapon's factor (table below); when it misses, the weapon does nothing. Melee never runs out and climbs with the piece's rarity (Street to Godfather β the Godfather hands hit harder than a plain pistol); pistols, bursts and shotguns have shots per war and, once they are gone, you attack unarmed again. No hit takes more than 45% of the loser's max HP. Each hit's result shows on a line under the enemy you struck.
- Ballistic Shield. The Raise shield button sits on the kit bar. Raise it before you get hit: the next 3 hits that LAND on you deal only 50% damage (crits included), and on the last one the shield drops. A miss does not spend it, and the enemy's hit chance does not change. 2x per war, on the same cooldown and energy as an attack. Whoever carries the shield is the tank (π‘ beside the name), and the roster shows how many hits their shield still absorbs.
- Med Kit. The heal button sits on the kit bar and asks who gets it: you or an ally still in the war. Heals 30 HP, 2x per war, on the same cooldown and energy as an attack. Whoever carries the kit is the healer (β); whoever brings three weapons is the shooter (π«). The icon shows on both rosters, so every enemy's role is public too.
- Flashbang. The third support tool (one per loadout). The button sits on the kit bar and asks whom: an enemy still in the war. They are dazed for 45 seconds β no attacks, no tools β and then immune to another flashbang for 180 seconds. 2x per war, on the same cooldown and energy as an attack. Whoever carries it is support (π₯).
- Serrated Machete. A blade with no ammo and the damage of the weakest blade in the game (1.1Γ, the same as the Street blades), whose hit WOUNDS: whoever takes it cannot be healed by the Med Kit for 180 seconds. The cut is its value β it trades damage for the wound.
- The Widow. The Godfather rifle: 6 shots per war, and 25% of the hits that land are CRITS β they take 50% of the loser's max HP, above the 45% cap (a raised shield halves a crit like any hit). It is the whole arsenal: only blades and fists beside it. Whoever carries it is the sniper (π―) β the role stands even over a shield or a kit in the loadout, because with the Widow there is no tool.
| Weapon | Class | Damage | Shots per war | Effect |
|---|---|---|---|---|
| Switchblade | Melee | 1.1Γ | unlimited | β |
| Crowbar | Melee | 1.1Γ | unlimited | β |
| Sap Gloves | Melee | 1.1Γ | unlimited | β |
| Brass Knuckles | Melee | 1.15Γ | unlimited | β |
| Tactical Gloves | Melee | 1.15Γ | unlimited | β |
| Spiked Knuckles | Melee | 1.15Γ | unlimited | β |
| Karambit Claw | Melee | 1.2Γ | unlimited | β |
| Titanium War-Knuckles | Melee | 1.25Γ | unlimited | β |
| The Bodyguard's Gloves | Melee | 1.25Γ | unlimited | β |
| The Commission Rings | Melee | 1.35Γ | unlimited | β |
| The Enforcer's Hands | Melee | 1.35Γ | unlimited | β |
| Serrated Machete | Melee | 1.1Γ | unlimited | wounds (180s no healing) |
| .38 Pistol (Trezoitao) | Pistol | 1.3Γ | 8 | β |
| Silenced Pistol | Pistol | 1.3Γ | 8 | β |
| Golden Glock | Pistol | 1.4Γ | 8 | β |
| .50 Desert Eagle | Pistol | 1.5Γ | 8 | β |
| AK-47 | Burst | 1.5Γ | 5 | β |
| My Little Friend | Burst | 1.6Γ | 5 | β |
| Sawed-Off Shotgun | Shotgun | 1.7Γ | 4 | β |
| The Widow | Rifle | 1.3Γ | 6 | crit (25%: 50% of max HP) |
Blackjack and European roulette, dealt entirely on the server. Bets come from pocket cash only. The house edge is the standard one β about 2% at blackjack and 2.7% at roulette β with no extra rake.
- Blackjack pays 3:2, a regular win 1:1, a push returns the stake. Dealer stands on 17. Double down and split are available; blackjack after a split counts as 21.
- Roulette (single zero): straight up 35:1, dozens and columns 2:1, red/black, odd/even and low/high 1:1. Zero loses every outside bet.
- Limits. Minimum bet $10 and no maximum β the table takes whatever you are carrying, right up to your last dollar in hand. At most 60 wagers per hour (a wager is one deal or one spin).
- Roulette is closed for maintenance. Only blackjack is being dealt right now. The wheel on screen could come to rest on a colour that did not match the number drawn β the draw and the payout were always correct, only the animation was wrong.
Four boards, each showing the top 100 plus your own position.
- Level β by level, then XP (XP keeps counting past level 50).
- Wealth β by net worth: cash + bank + residence price in its district + everything sunk into your businesses, slot price, upgrades and defenses included.
- PvP β by fights won.
- Gangs β by respect, with members and treasury.
70 achievements across 11 categories track your criminal legacy; 7 of them award a title. Titles show under your name (up to 3 at once).
- Categories: Crime (12), PvP (9), War (6), Economy (9), Casino (6), Drugs (7), Gang (4), Business (5), Items (6), Social (3), Progression (3).
- Trophies are awarded automatically for net-worth, level and PvP milestones and shown on your profile.
| Trophy | Milestone |
|---|---|
| π΅First Stack | Net worth β₯ $100,000 |
| π°Millionaire | Net worth β₯ $1,000,000 |
| π¦Tycoon | Net worth β₯ $10,000,000 |
| πEmpire | Net worth β₯ $100,000,000 |
| π₯Rising | Level 10 |
| βVeteran | Level 25 |
| πLegend | Level 50 |
| π₯Brawler | 10 PvP wins |
| βοΈEnforcer | 50 PvP wins |
| πWarlord | 100 PvP wins |
Gold Bars are the premium currency. Gold buys convenience and cosmetics β never stats, cash, gear or an edge in a fight.
- Energy refill: 20 Gold refills your energy to max, at most 2 times per day. That daily cap is the whole point: paying tops out at roughly twice a free player's energy, no more.
- Street name change: 20 Gold, once every 30 days, after your free first pick.
- Regen booster: 30 Gold for +25% energy regeneration over 24 hours, one at a time. Modelled against every residence: with the two refills it tops out at 1.67Γ a free player, under the 2Γ ceiling.
- The Family Plan: 25 Gold to leave the hospital on the spot, up to 4 times a day. Every discharge restores full HP anyway, so this buys only the wait.
- The Family Lawyer: 25 Gold to walk out of jail on the spot, up to 4 times a day. Cash bail is the other door, and it falls with the time left too (see Jail & hospital); this buys only the wait.
- The Family Clinic: 25 Gold clears your use streak on the spot: your next use rolls at the normal risk, without waiting out the hour. Up to 2 times a day, and a streak that is already clear is not charged. It does not touch HP, energy or the hospital; it buys the wait and nothing else.
- At war: while you are fighting an active war and are not out of it yet, Energy Refill, Regen booster, The Family Clinic, The Family Plan and The Family Lawyer are closed. A boost that was running pauses and comes back, with the time it had left, when you are out of the war or it ends. Bail, the cash hospital bill and whatever you buy with cash stay open.
- Respec ladder reset: 100 Gold puts your next respec back at the first price (in cash). It gives no points and no stats β it only makes the next redistribution cheaper.
- The Fixer, gang branch: rename the gang for 50 Gold or change its tag for 30, Boss only, once every 30 days each. Paid from the Boss's own Gold.
- Packs. Bigger packs are cheaper per Gold. Availability and payment methods depend on the platform (web, App Store, Google Play).
| Pack | Gold | USD | BRL |
|---|---|---|---|
| 100 Gold | 100 | US$ 4.99 | R$ 19,90 |
| 550 Gold+50 bonus | 500 + 50 | US$ 21.99 | R$ 87,90 |
| 1200 Gold+200 bonus | 1000 + 200 | US$ 39.99 | R$ 159,90 |
The Tailor (banners & avatars)
- A rotating shelf, not a loot box. The Vault refreshes its shelf daily, at the same moment for everyone, with 3 banners and 1 avatar drawn on the server. You see the piece, its price and when it was last on the shelf, and you buy exactly that piece. Nothing is random at the moment you pay, the shelf is the same for everyone, and there is no way to reroll it.
- Odds per slot: Hustler 45%, Syndicate 35%, Kingpin 17.5%, Godfather 2.5%. The rarity is drawn first and the piece second: inside a rarity the one that has been away longest goes first, so a tier cycles instead of repeating. With today's catalogue a banner comes back every rarity.hustler ~24d, rarity.syndicate ~27d, rarity.kingpin ~50d, rarity.godfather ~134d.
- Prices in Gold: Hustler 40, Syndicate 60, Kingpin 120, Godfather 200. No level requirement. Once you own a piece it is yours for good; switching between what you own is free and instant.
- Cosmetic only. A banner sits behind your name on the top bar, your profile and when others inspect you. It changes nothing in a fight, a crime or the economy.
- A limited edition is a chance, not a fixture. During its season, each limited-edition piece has a 20% chance a day to be on the shelf, in its own slots (it never takes one from the rotating shelf); every piece shows at least once before the season ends, and when it ends the piece is gone for good.
- The Faceless, the first 1000: never sold. Each of the city's first 1000 accounts, counted in the order they were created, got it with a number from #1 to #1000, shown next to the name on the profile and when someone inspects you. A number is never handed out twice, not even when its account is deleted.
Recruit a friend
- Your personal link is in the Vault. When your friend reaches level 5, they get 50 Gold and you get 50; at level 10, another 50 for you. The code works in the friend's account's first 72 hours, before level 5, and each account uses one code only.
- Limits: you are paid for up to 3 friends every 30 days; the friend always gets theirs. An account that ever used the same browser, app or phone as yours pays you nothing. Invite Gold can't be sent by Mail.
- Recruiter pieces, never sold: First Contact at 1 friend, The Scout at 3 and The Family Grows at 10.

Profile, chat & social
Your street name, avatar, titles and record are your public face. Other players can inspect your profile, whisper you, and hunt you.