About
THE GOAL
Grow your Crew until you control the city. Every day you run pulls in product, cash, and fresh bodies — and sooner or later a rival comes knocking. Survive, level up, and expand turf by turf until the whole city is yours.
YOUR RESOURCES
Crew — Your headcount. They work jobs and fight for you — and your crew size IS your health in a confrontation. Hit zero and it's over.
Product — The supply you move for cash. Runners bring it in each tick; the whole crew eats into it. Storage is capped by your Trap House.
Cash — Spendable bands. Earned from sales and beating rivals; spent in the Shop and to move turf.
Trap House — Your space. Caps how much Product you can stockpile and feeds into your Security.
Firepower — Your offense in a confrontation. Raised by crew on Enforcer duty and weapons from the Shop.
Security — Your defense in a confrontation. Raised by trap security, gear, and a bigger Trap House.
Heat — The streets' temperature — and your chance of a confrontation each tick. It climbs a set amount every day (how fast depends on the Difficulty you picked) and is HALVED every time you WIN a fight. Retreating does not cool it, so the only way to settle the streets is to win.
JOBS — PUT YOUR CREW TO WORK
In the bottom-left panel your crew is split across four jobs. Reading each row left to right: the job icon and name, the percentage of your crew assigned to it, and the number of people that works out to. The – and + buttons shift crew between jobs — the four shares always add up to 100%, so adding to one job pulls from the others.
Runner — Works the corner — brings in Product every tick. More runners, more supply.
Recruiter — Pulls new Crew into the operation, so your headcount grows faster each day.
Fixer — Builds out and fortifies the Trap House — more Product storage and Security.
Enforcer — Pure muscle. Produces nothing, but massively boosts your Firepower in fights.
– button — Takes crew off that job; the freed-up share spreads to the others.
+ button — Adds more crew to that job, pulled from the others.
RUNNING A DAY
Start Day — Plays the day out in ticks. Product is produced and consumed, your crew and Trap House grow, and random events fire — scores, recruits, shakedowns, and fights. At day's end your numbers settle to their caps.
CONFRONTATIONS
When a rival steps to you, it's your Firepower against their defense, with both crews acting as health. How often they come is driven by your Heat. Stack Enforcers and gear so you can WIN — winning is the only thing that cools the streets.
Attack — Trade blows. Win and you keep all your resources — you only lose the crew killed in the fight — take the rival's loot, AND your Heat is halved. Lose all your crew and the operation is finished.
Retreat — Bail out. It costs 20% of your Product and Cash and 10% of your Crew, and it does NOT cool your Heat — a desperation move, not a strategy.
THE SHOP & MOVE TURF
Shop — Spend Cash on weapons, protection, businesses, and upgrades that boost your operation and your Firepower / Security.
Move Turf — Relocate to richer territory. Each turf needs a minimum Level and a cash payment, but the better blocks pay off.
LEVELING UP
Your Level climbs as your Crew grows. Higher levels age up your Trap House into a bigger operation and unlock new turf to take over.