Skip to Content
GameOverview

/the-game/overview

The whole game, one page. Each tab has its own deeper page below.

The core loop

  1. Deal. Buy a drug somewhere cheap. Sell it somewhere expensive.
  2. Watch the heat. Every deal raises police attention. Five is jail.
  3. Move. Areas have different prices and different drugs. Travel costs.
  4. Climb. Reputation accrues. Rank up. Become someone.
  5. Risk. Once you have rep, PVP opens. Steal from other dealers in your area.
  6. Pull a job. Heists pay the most. They also need a crew.

PVE for the rep. PVP for the infamy. Heists for the bag.

The five numbers that matter

StatWhat it isWhere it changes
REPReputation. Your standing in the family.Successful PVE and PVP.
HeatPolice attention, 0 to 5.Most deals add. Clear heat removes.
CashWorking capital.Deals, jobs, theft, shop spending.
StashDrugs you hold, by type and amount.Buys, sells, PVP wins and losses.
AttemptsActions left this period.Spent on deals. Refills on a timer.

A sixth, less obvious: Infamy. PVP only. Tracks how much other dealers fear or respect you. See /the-game/pvp.

The tabs, in order

/the-game/stash is the dashboard. Always available.

/the-game/deal is PVE. Buy, sell, clear heat. The black market is reached from here when you’re in that area.

/the-game/move is travel. Pick a new area. Confirm. Land. Prices change.

/the-game/pvp is stealing from other dealers in your area. Rep-gated. Off in jail and in safe houses.

/the-game/heist is the bigger job. Coordinated, risky, valuable.

/the-game/shop sells boosts and resets. Grinder, Hustler, Kingpin.

/the-game/pager is the inbox. Messages, claimable achievements.

/the-game/jail is where you don’t want to be. Bail or breakout.

/the-game/drugs-and-areas is the reference table. What’s available where.

How the numbers interact

Successful PVE adds REP and usually adds Heat. Failed PVE adds Heat fast and can spike it.

PVP wins add REP and Infamy. Losses cost both. Sometimes Heat too.

Heat at 5 sends you to jail. Bail costs cash. Breakout is free if it works and worse if it doesn’t.

Boosts from the shop multiply REP or cash gain for a window of time. Use them on a streak, not on a coin flip.

Attempts cap how often you can act per period. Manage them like a budget.