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The Undercityplayer's manual

Patch Notes

What the game changed in each build — and what actually changed in the numbers.

Game build 18 data from 10/28/2026 11:45 (UTC−3) page updated 10/29/2026 01:07 (UTC−3)

Changes detected in the data

10/28/2026 11:45 · Build 18

Changes: 14 in wiki, 1 in news

AreaTypeWhatDetail
wikichangedGold and the Vault+ Next renewal: Oct 29 | − Next renewal: Oct 24
wikichangedJail and hospital+ Both are paid first with the money in your pocket, and whatever is missing comes out of the bank, like every purchase. | − Both are paid first with the money in your pocket, and whatever is missing comes out of the bank: nobody can rob you while you're in jail or in the hospital, so forcing you to withdraw first protects nothing.
wikichangedRaids+ The list can be sorted by Biggest loot, which searches the whole city for the most uncollected money, and can show a single business type: with a type chosen, Biggest loot looks for the fullest till of that type. | + Sabotage. | + A successful raid against an owner of level 30 or higher shuts the business down for 4 h: no income and no function. | + At most once every 24 h per business; in the meantime, the raid still takes the money, but doesn't shut it down. | + What the owner loses. | + The closed hours earn nothing and accumulate nothing. | − The list can be sorted by Biggest loot, which searches the whole city for the most uncollected money.
wikichangedMegastructures+ The Megastructures tab in City: the buildings on the map, the owners, the values and the auctions. | + The banner turns red and stays pinned for whoever leads and whoever bid and got outbid; for everyone else, it rotates with the city's other news. | − The Megastructures tab in Territory: the buildings on the map, the owners, the values and the auctions.
wikichangedBusinesses+ Functions | + Every business except the Casino gives the owner a function that grows with the business level, besides the money. | + One per type. | + The function comes from your business of that type with the highest level (the oldest on a tie). | + The second one of the same type yields only its money. | + A business closed over overdue bribes gives no function until it reopens.
wikichangedBusinesses (tables)tables changed
wikichangedGangs+ The tax on every business in the gang's districts, everything collected at Dealers and every member deposit (from the pocket first, then the bank) land in the same treasury. | + Gang profile. | + In Ranking → Gangs, search any gang by name or tag and tap the name to open its profile: members and ranks, the crimes, XP and levels of each member in the last 24 h, territories and works, the members' corners and Megastructures, the wars and who joined or left. | + Whoever is in the war roster never shows up. | − The tax on every business in the gang's districts, everything collected at Dealers and every member deposit land in the same treasury.
wikichangedTerritory and wars+ Only the starters of the two gangs' war rosters get in — up to 10 per side, marked by the Boss or a Capo in Members → War roster — and the list can still change after the declaration, until 30 minutes before the war starts: whoever is marked at that time is who fights. | + After the war ends, open it in the history (Wars tab, under Gang) and tap "View detailed log (hit by hit)": the whole war, line by line and timestamped to the second — every hit (weapon, damage, crit, wound, shield, knockout, the skills that weighed on it and who was under the effect of what), every skill used, the HP each poison took, every heal, shield and flashbang, every elimination with its cause (including who went down to poison, and from whom), and the end. | + Marked targets. | + During the war, the Boss and Capos tap "Mark targets" on the enemy list and set the attack order (1, 2, 3…) and the flashbang targets (Flash). | + The whole gang sees the number on each enemy, and whoever is going to attack or throw the flashbang finds the marked ones at the top of the list, in that order. | + Start early. | − Only the starters of the two gangs' war rosters get in — up to 10 per side, marked by the Boss or a Capo in Members → War roster — and the list is locked at the moment of declaration. | − After the war ends, open it in the history (Wars tab, under Gang) and tap "View detailed log (hit by hit)": the whole war, line by line and timestamped to the second — every hit (weapon, damage, crit, wound, shield, knockout and who was under the effect of what), every heal, shield and flashbang, every elimination with its cause, and the end. | − The Corners tab in Territory has 10 street corners, each held by ONE player at a time. | − The same two skills work in the war: each one 2 times per war, and using one costs the same as an attack, the energy and the turn. | − Intimidation goes on an enemy you choose; the others, on you. | − Second Chance: the next hit that would knock you out in this game leaves you at 10% of your max HP, even if you were below that.
wikichangedItems and gear+ Loadouts. | + In Character, on the "Loadouts" card, save up to 3 named sets (up to 24 characters): each one carries the worn equipment, the war kit and the two skills. | + "Save current" snapshots what you use right now; "Use" puts everything back on in one tap. | + Whatever you no longer have is left out, and skills don't change in the middle of a duel or a war.
wikichangedThe basics+ Everything you buy comes out of your pocket first and the rest from the bank, so you never need to withdraw to buy: crimes fill your pocket, the bank keeps it. | + Only the casino bet needs money in your pocket. | − Everything you buy comes out of your pocket, so withdrawing is the moment of exposure.
wikichangedBank+ Withdrawing only happens on the Bank page, and only the casino requires it: money in your pocket is what rivals see and steal, 10% of it every time they beat you, with no cap at all. | + Spending pulls from the bank. | + Purchases, deposits into the gang treasury, mail, business bribes and property upkeep charge your pocket first and then your bank balance, so keeping money in the bank never stops you from paying. | − Withdrawing only happens on the Bank page — that trip is deliberate: money in your pocket is what rivals see and steal, 10% of it every time they beat you, with no cap at all. | − Recurring costs pull from the bank. | − Business bribes and property upkeep charge your pocket first and then your bank balance, so keeping money in the bank never costs you a shop or your house.
wikichangedProfile, chat and social+ The money comes out of your pocket first and then the bank, with a 5% fee on top; items pay no fee and the equipped item doesn't go. | − The money comes out of your pocket with a 5% fee on top; items pay no fee and the equipped item doesn't go.
wikichangedCrimes+ In the PvP hunt, the money filter also shows who has the Bag, the fattest first; the Carrying a Bag filter, which the PvP Hunt the Bag card turns on, shows only those who have one. | − In the PvP hunt, the money filter also shows who has the Bag, the fattest first.
wikichangedPvP Combat+ The victim sees the theft in real time, and every fight — started by you or brought to you — goes in the Combat Log, in the footer of the PvP page. | + The PvP page opens with every way to play against another player: Fight, Raid business, Hunt the Bag, Corners, Turf war and Megastructures, each one with what's happening right now for you. | + At the top of the screen, what's yours stays pinned in red, like your gang's war, your duel, the auction you're leading and the Bag you're carrying. | + Other people's wars, duels, auctions and Bag rotate on a single line. | − The victim sees the theft in real time, and every fight — started by you or brought to you — goes in the Combat Log, in the footer of the PvP page.
patch notesnewBuild 1837 changes

10/23/2026 09:48 · Build 17

Changes: 2 in wiki

AreaTypeWhatDetail
wikichangedGold and the Vault+ Next renewal: Oct 24. | − Next renewal: Oct 22.
wikichangedTerritory and wars+ Heals 45 HP, 3x per war, at the same interval and energy as an attack. | + (Not if someone from your own gang has just dropped it: see below.) | + The tool from your war kit also comes into the duel, and using it spends the turn, like a hit: Field Med Kit heals 30 HP, never above the max; Ballistic Shield makes the next 2 hits that land on you take only 50% of the damage (the counter from your own miss is not cut); Flashbang leaves the other side 9 seconds unable to act — no hit, no tool, and the house waits too. | + Inside the gang there is no immunity: taking the corner of someone from your own gang — or of someone who left it, or whose gang you left, less than 24 h ago — buys only those 60 seconds, in the duel or on the empty corner the person just dropped. | + The book sells on the Market like any item; the instructor does not sell books. | + She teaches the skill outright for $5,000,000, no book needed. | − Heals 30 HP, 2x per war, at the same interval and energy as an attack. | − The tool from your war kit also comes into the duel, and using it spends the turn, like a hit: Field Med Kit heals 30 HP, never above the max; Ballistic Shield makes the next 2 hits that land on you take only 50% of the damage (the counter from your own miss is not cut); Flashbang leaves the other side 12 seconds unable to act — no hit, no tool, and the house waits too. | − The book sells on the Market like any item, and the instructor sells it for $5,000,000. | − She also teaches outright for the same price, no book needed. | − Aim: your next attack is a sure hit; extra critical chance 0% / 50% / 100%. | − Second Chance: the next hit that would knock you out this game leaves you at 1 HP.

10/21/2026 00:08 · Build 17

Changes: 4 in wiki, 1 in news

AreaTypeWhatDetail
wikichangedTerritory and wars+ Each class has a rule besides its factor: the pistol draws fast (the next action comes in 13 seconds, not 20); the burst rolls twice, each roll with 50% of the damage — each one can hit, crit and use up the shield, and each one that misses brings half a counter-hit; and a shotgun that lands breaks the whole raised shield instead of being cut by it. | + Skills | + They work there and in the territory war; PvP never uses them. | + In the territory war. | + The same two skills work in a war: each one 2 times per war, and using one costs what an attack costs, the energy and the turn. | + A duel second becomes 10 seconds in a war, so Haste runs 40 / 60 / 80 seconds, Intimidation lasts 80 / 90 / 100 seconds. | − Each class has a rule besides its factor: the pistol draws fast (the next action comes in 20 seconds, not 30); the burst rolls twice, each roll with 50% of the damage — each one can hit, crit and use up the shield, and each one that misses brings half a counter-hit; and a shotgun that lands breaks the whole raised shield instead of being cut by it. | − Duel skills | − They work there only: PvP and the territory war never use them. | − You equip 2 on Character; swapping is free, except during a duel. | − Evade: the next attacks against you land with 45% / 60% / 50% of their chance (attacks: 1 / 2 / 2).
wikichangedTerritory and wars (tables)tables changed
wikichangedMarket and sales+ The Scrapyard: scrap and forge | + Scrap. | + Pick items and Rusty turns each unit into Hot Metal: Street 1, Hustler 3, Syndicate 10, Kingpin 40, Godfather 400. | + The unit you wear and the one your war loadout names stay. | + Skill books are not scrap, and scrapping has no way back. | + Forge.
wikichangedGold and the Vault+ With today's catalog, a banner comes back every rarity.hustler ~24d, rarity.syndicate ~84d, rarity.kingpin ~69d, rarity.godfather ~134d. | + Next renewal: Oct 22. | − With today's catalog, a banner comes back every rarity.hustler ~24d, rarity.syndicate ~27d, rarity.kingpin ~50d, rarity.godfather ~134d. | − Next renewal: Oct 17.
patch notesnewBuild 1729 changes

10/17/2026 19:00 · Build 16

Changes: 1 in wiki

AreaTypeWhatDetail
wikinewMegastructuresnew chapter

10/16/2026 20:36 · Build 16

Changes: 32 in items, 9 in wiki, 1 in news

AreaTypeWhatDetail
itemsnewBook: Fury
itemsnewBook: Aim
itemsnewBook: Poison
itemsnewBook: Haste
itemsnewBook: Intimidation
itemsnewBook: Evade
itemsnewBook: Second Chance
itemschangedMy Little Friendeffects: +5% Crit chance
itemschanged.50 Desert Eagleeffects: +1.5% Crit chance
itemschangedSpiked Knuckleseffects: +2% Crit chance
itemschangedGolden Glockeffects: +2.5% Crit chance
itemschangedSerrated Macheteeffects: +2.5% Crit chance
itemschangedTactical Gloveseffects: +2% Crit chance
itemschangedThe Bodyguard's Gloveseffects: +5% Crit chance
itemschanged.38 Pistol (Trezoitao)effects: +1% Crit chance
itemschangedTitanium War-Knuckleseffects: +5% Crit chance
itemschangedThe Widoweffects: +5% Crit chance
itemschangedSignet Ringeffects: +1% Crit chance
itemschangedSilenced Pistoleffects: +1.5% Crit chance
itemschangedSilver Chaineffects: +1% Crit chance
itemschangedThe Commission Ringseffects: +10% Crit chance
itemschangedSawed-Off Shotguneffects: +2.5% Crit chance
itemschangedDiamond Ringeffects: +2.5% Crit chance
itemschangedThe Don's Ringeffects: +5% Crit chance
itemschangedThe Enforcer's Handseffects: +10% Crit chance
itemschangedHeirloom Chaineffects: +5% Crit chance
itemschangedGold Knuckle Ringeffects: +1.5% Crit chance
itemschangedBrass Knuckleseffects: +2% Crit chance
itemschangedIced-Out Chaineffects: +2.5% Crit chance
itemschangedGold Cuban Chaineffects: +1.5% Crit chance
itemschangedKarambit Claweffects: +3% Crit chance
itemschangedAK-47effects: +2.5% Crit chance
wikichangedTerritory and wars+ A Wall in the district adds 50/100/200% to that price (see Neighborhood works below). | + When the war starts, every fighter still in it goes back to full HP, so whatever someone took during prep doesn't carry into the war (whoever is in the hospital at that moment leaves it with full HP, as with any discharge). | + Neighborhood works | + The gang can build one work in each district it controls, paid from the treasury, by the Boss only. | + Two types, 3 levels each. | + Every number below is the current one. | − No hit takes more than 45% of the max HP of whoever takes it. | − The Godfather rifle: 6 shots per war, and 25% of the hits that land are CRITS — they take 50% of the max HP of whoever takes them, above the 45% cap (a raised shield halves the crit like any hit). | − The Corners (1v1) tab in Territory has 10 street corners, each held by ONE player at a time. | − From level 5, with an account at least 24 hours old, and never while you're a live fighter in a territory war. | − Calling out the boss costs 20 energy and the bracket's full price, which also doesn't come back; at most 3 challenges per hour, never on an immune corner, one already in a duel, or one held by someone sharing your device. | − There's no crit in the duel; the wound, yes (see below).
wikichangedTerritory and wars (tables)tables changed
wikichangedGangs+ Money only leaves through purchases and war (Boss or Capo), the Boss bonus, neighborhood works (Boss) and the weekly count. | + Gang notice. | + The Boss and Capos can pin a notice on Gang, above the tabs: plain text, up to 500 characters, line breaks kept. | + Only members see it, with who wrote it and when. | + Every edit and removal shows in Gang → Log: who did it, never the text. | − Money only leaves through purchases and war (Boss or Capo), the Boss bonus and the weekly count.
wikichangedGold and the Vault+ Lower the respec price: 100 Gold sends your next respec back to the first price (in cash). | + Next renewal: Oct 17. | − Reset the respec ladder: 100 Gold sends your next respec back to the first price (in cash). | − Next renewal: Oct 13.
wikichangedThe basics+ Guided tutorial. | + The Tutorial button (in Crimes, the game Wiki and Profile) walks through the whole game on screen, in 6 chapters, pointing out where everything is. | + The News sheet has a See tutorial when a change sits somewhere on the screen: it takes you to each one. | + Skip whenever you want.
wikichangedPvP Combat+ In a gang, ticking Hide my gang removes its members from the list, so you don't attack an ally by mistake; this device remembers the choice. | + Crit. | + Every hit can crit — on the street, in war and in the duel, counters included —, rolled by whoever hits. | + A crit multiplies the hit by ×1.5 (on the street, 20 becomes 30) and, in war and in the duel, goes past the 45% cap. | + The chance comes from gear — weapons, fists and jewelry, up to 35% all together — and from trained Cunning: +0.05% per point above 5, up to +5%. | + The Widow adds +25% on her shots.
wikichangedProfile, chat and social+ While you're playing, the alert shows in the game and doesn't become a push; after 3 min without touching the game, pushes come back. | + Each device gets pushes in the language it shows the game in.
wikichangedStats and training+ Each trained point above 5 also adds +0.05% crit chance, up to +5% (at 105 Cunning); Cunning from gear and active effects doesn't count toward crit.
wikichangedItems and gear+ 76 pieces of gear in 5 rarities, used in 15 slots. | + Street · 11Hustler · 14Syndicate · 15Kingpin · 17Godfather · 19 | − 69 pieces of gear in 5 rarities, used in 15 slots. | − Street · 11Hustler · 14Syndicate · 15Kingpin · 17Godfather · 12
patch notesnewBuild 1674 changes

10/12/2026 21:35 · Build 15

Changes: 3 in items, 11 in wiki, 1 in news

AreaTypeWhatDetail
itemschangedArmored Jacketeffects: +1 STA, +3 STR → +2 STR
itemschangedGold Knuckle Ringeffects: +3 STA, +6 STR → +3 STR
itemschangedBrass Ringeffects: +1 STA, +2 STR → +1 STR
wikichangedItems and gear+ Main stats (STR/DEF/SPD/CUN/STA, or "All stats", which counts in all five) add up directly. | − Main stats (STR/DEF/SPD/CUN, or "All stats") add up directly.
wikichangedItems and gear (tables)tables changed
wikichangedStats and training+ Five stats drive everything: Strength, Defense, Speed, Cunning and Stamina. | + The first four start at 5, Stamina at 0. | + Strength — attack in PvP and war (×1.0) and raid power (×1.0). | + Stamina — +1 max HP per point, and nothing else: it never goes into a roll, it's what keeps you standing. | + Gear with “All stats” also gives Stamina. | + Max HP = 100 + 5 per level (up to level 50) + Stamina + your gear's Stamina and HP: 105 at level 1 and 350 at level 50, before Stamina and gear. | − Four stats drive everything: Strength, Defense, Speed and Cunning. | − All start at 5. | − Strength — attack in PvP and war (×1.0), raid power (×1.0) and +1 max HP per point. | − Points already spent are read from the stats themselves (stat − 5).
wikichangedProfile, chat and social+ Captain Fábio | + Who he is. | + Captain Fábio is the city's police in the chat, played by an AI. | + He reads every line, in every room, against the Community Rules: cursing and trash talk are fine; hate, threats, sexual harassment, spam and scams are not. | + In the global chat he comes by every 1h: he deletes the lines that broke a rule and says why, with the player's name and the rule. | + The first time is a warning, at most one every 10 minutes, no matter how many lines.
wikichangedCrimes+ $600,000–$1,400,000, boosted by your reward bonus, plus 10,000 XP, and a 10% chance of a Godfather piece. | + Order. | + On the job card, pick one of the 12 Godfather pieces the job can bring. | + When a Godfather drops, it's the ordered piece 50% of the time; otherwise, one of the others. | + Free, and you can change it whenever you want: it applies from the next job and clears when the piece arrives. | + No guarantee. | − $600,000–$1,400,000, boosted by your reward bonus, plus 10,000 XP, and a 1% chance of a Godfather piece.
wikichangedCrimes (tables)tables changed
wikichangedBusinesses+ Personal establishments don't sell drugs. | − Personal establishments no longer sell drugs.
wikichangedThe basics+ Max HP = 100 + 5 per level (up to level 50) + your Stamina (trained and from gear) + any HP bonus from gear. | − Max HP = 100 + your Strength (base and gear) + any HP bonus from gear.
wikichangedTerritory and wars+ The corner is immune for 24 h — the same as winning a duel for it. | + If you call out the boss and lose, that corner is off for you for 24 h — the others stay open. | + Best of 3: whoever wins 2 games takes it. | + A knockout wins the game; after an 8-second pause the next one starts with both at full HP and the kit as the duel began. | + There's no clock, so nothing ends on time: the house plays for a side that left the duel screen — 6 seconds without acting and without the screen open (or jailed, or hospitalized) — and for a side that keeps the screen open but goes 30 seconds without playing, one hit every 6 seconds with the best melee weapon in the kit — never a tool. | + Your duel's score shows at the top of any game screen, only for you and the other side. | − The corner is immune for half the hours of the bracket. | − The house only plays for whoever left the duel screen: a side that goes 6 seconds without acting and without the duel screen open (or jailed, or hospitalized) is played by the house, one hit every 6 seconds with the best melee weapon in the kit — never a tool. | − A knockout wins; after 5 minutes with both standing, the boss keeps the corner. | − Your duel's clock shows at the top of any game screen, only for you and the other side. | − Uses per duel: Field Med Kit 1, Ballistic Shield 1, Flashbang 1. | − The winner holds the corner, immune for the bracket's hours (half that on an empty take); the loser pays nothing more.
wikichangedTerritory and wars (tables)tables changed
wikichangedGold and the Vault+ Next renewal: Oct 13. | − Next renewal: Oct 11.
patch notesnewBuild 1525 changes

10/10/2026 03:35 · Build 14

Changes: 5 in districts, 5 in wiki, 1 in news

AreaTypeWhatDetail
districtsnewSt. George
districtsnewWashington Heights
districtsnewConey Island
districtsnewFlushing
districtsnewSoundview
wikichangedGold and the Vault+ Next renewal: Oct 11 | + 2026, 00:00The Godfather's Blessing | + The Godfather's Blessing is a 7- or 30-day pass, sold in the Vault: 100 Gold for 7 days, 300 for 30. | + Buying again adds the days at the end; it never renews on its own. | + While it lasts: +50 max energy, 25% faster energy (the same rate as the Regen Booster: the two never stack, and a running Regen Booster is folded into the purchase), and the first Gold refill of each UTC day is free — still one of the day's 2. | + You also pick your name color in Profile (six colors), and the gold badge shows up next to your name. | − Next renewal: Oct 10 | − 2026, 00:00Recruit a friend
wikichangedAchievements, titles and trophies+ 76 achievements in 12 categories track your criminal legacy; 8 of them grant a title. | + Categories: Crime (12), PvP (9), War (6), Economy (9), Casino (6), Drugs (7), Gang (4), Businesses (5), Items (6), Social (3), Progression (3), Corners (6). | − 70 achievements in 11 categories track your criminal legacy; 7 of them grant a title. | − Categories: Crime (12), PvP (9), War (6), Economy (9), Casino (6), Drugs (7), Gang (4), Businesses (5), Items (6), Social (3), Progression (3).
wikichangedTerritory and wars+ The city has 26 districts spread across its boroughs. | + The war log. | + After the war ends, open it in the history (Wars tab, under Gang) and tap "View detailed log (hit by hit)": the whole war, line by line and timestamped to the second — every hit (weapon, damage, crit, wound, shield, knockout and who was under the effect of what), every heal, shield and flashbang, every elimination with its cause, and the end. | + Only after the end: during the war, the log would be intel on the other side. | + Corners (1v1) | + The Corners (1v1) tab in Territory has 10 street corners, each held by ONE player at a time. | − The city has 21 districts spread across its boroughs.
wikichangedTerritory and wars (tables)tables changed
wikichangedMarket and sales+ Every listing, by item. | + The Player Market tab gathers everything for sale in the city into one card per item, with the lowest unit price, how many sellers and how many units, and has filters by rarity, category and name, sorting and pages. | + Tap an item to see all its offers, from the cheapest unit to the most expensive. | + Your listings stay at the top of Player Market, with each one's position.
patch notesnewBuild 145 changes

10/09/2026 22:13 · Build 13

Changes: 4 in wiki, 1 in news

AreaTypeWhatDetail
wikichangedProfile, chat and social+ A player shows as online when they themselves did something in the last 5 minutes; what others do to them doesn't count. | − A player shows as online when they were active in the last 5 minutes.
wikichangedTerritory and wars+ Every war action starts at the kit bar, pinned to the top of the panel along with your card: tap a weapon (or Unarmed) and pick the enemy from the list that opens — each one with health, status and your chance against them, the last one you attacked first. | + Melee never runs out and goes up with the piece's rarity (from Street to Godfather — the Godfathers hit harder than a common pistol); pistols, bursts and shotguns have shots per war and, when they run out, that weapon greys out — Unarmed and any blade or fist in the kit still count. | + The result shows on the line under the bar, and the fighter list below is view-only. | + Tap it on the kit bar and pick who gets it: on you, the next 3 hits that LAND deal only 50% damage (crits included); on an ally on your side who's still in the war, 2 — protecting someone else holds less. | + On the last hit the shield drops. | + A hit that misses doesn't use up the shield, the enemy's hit chance doesn't change, and each person has one shield up at a time. | − In the war panel, above the enemy list, the kit bar shows Unarmed and each weapon with its factor and remaining shots; tap one to put it in your hand and attack from the list as usual. | − Melee never runs out and goes up with the piece's rarity (from Street to Godfather — the Godfathers hit harder than a common pistol); pistols, bursts and shotguns have shots per war and, when they run out, you go back to attacking unarmed. | − The result of each hit shows on a line under the enemy that was hit. | − 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 hit that misses doesn't use up the shield, and the enemy's hit chance doesn't change.
wikichangedGold and the Vault+ Next renewal: Oct 10 | + 2026, 00:00Recruit a friend | + The friend enters the code when creating the character, or later in the Vault: within the account's first 72 hours (counted from email confirmation), before level 5, and each account uses only one code. | + Whoever creates the account through your link gets the code already filled in, even when confirming the email on another device, and a reminder shows up in Crimes while the code can still be used. | − Loading next renewal time…Recruit a friend | − The code is valid in the first 72 hours of the friend's account, before level 5, and each account uses only one code.
wikichangedPvP Combat+ Online means the player themselves did something in the last 5 minutes — being attacked doesn't light it up. | − Online means active in the last 5 minutes.
patch notesnewBuild 135 changes

10/06/2026 11:29 · Build 12

First collection.

Game patch notes

Build 18 — 10/26/2026 12:00 · 37 changes
  • LoadoutsIn Character, on the Loadouts card, save up to 3 named setsEach one carries the worn equipment, the war kit and the two skillsSave current stores what you use right now, and Use puts everything back on in one tapWhatever you no longer have is left out, and the card warns you first
  • In Character, on the Loadouts card, save up to 3 named sets
  • Each one carries the worn equipment, the war kit and the two skills
  • Save current stores what you use right now, and Use puts everything back on in one tap
  • Whatever you no longer have is left out, and the card warns you first
  • Marked targets in the warThe Boss and Capos tap Mark targets on the enemy list and set the attack order: 1, 2, 3They also mark who takes the flashbang (Flash)The gang sees the number on each enemy, and the marked ones show up first when choosing the target
  • The Boss and Capos tap Mark targets on the enemy list and set the attack order: 1, 2, 3
  • They also mark who takes the flashbang (Flash)
  • The gang sees the number on each enemy, and the marked ones show up first when choosing the target
  • Lineup open until 30 min before the warAfter the declaration, the Boss and Capos can still swap who fights in Gang → MembersWhoever is marked as a starter when the lineup locks is who goes into the warThe war panel and Gang show how long is left until it locks
  • After the declaration, the Boss and Capos can still swap who fights in Gang → Members
  • Whoever is marked as a starter when the lineup locks is who goes into the war
  • The war panel and Gang show how long is left until it locks
  • The war can start earlyDuring prep, the Boss or a Capo from each side can press Ready on the war panelWith both sides ready, the war starts 5 min later and the lineup locksThe Boss and Capos on the other side get a notice when you're readyWithout both, the war starts at the time set in the declaration
  • During prep, the Boss or a Capo from each side can press Ready on the war panel
  • With both sides ready, the war starts 5 min later and the lineup locks
  • The Boss and Capos on the other side get a notice when you're ready
  • Without both, the war starts at the time set in the declaration
  • Faster skills, and Second Chance on its ownIn the turf war, using a skill now waits 5s, not the 20s of an attackAttacks and the kit's tools still run on the turnSecond Chance acts on its own: equipped, it starts armed each game of the duel and, in the war, holds up to 2 hits
  • In the turf war, using a skill now waits 5s, not the 20s of an attack
  • Attacks and the kit's tools still run on the turn
  • Second Chance acts on its own: equipped, it starts armed each game of the duel and, in the war, holds up to 2 hits
  • The war log shows the skills and the poisonEach skill used becomes a line, with the level and which use it wasEach hit says which skill weighed on it, like Aim, Fury or EvadePoison shows up every time it takes HP, with who poisonedWhoever goes down to Poison shows in the log with the name of who poisoned themOpen it in Gang, Wars tab, under "View detailed log (hit by hit)", after the war ends
  • Each skill used becomes a line, with the level and which use it was
  • Each hit says which skill weighed on it, like Aim, Fury or Evade
  • Poison shows up every time it takes HP, with who poisoned
  • Whoever goes down to Poison shows in the log with the name of who poisoned them
  • Open it in Gang, Wars tab, under "View detailed log (hit by hit)", after the war ends
  • Raid by business typeIn PvP, Raid business tab, the Type field shows a single business typeWith Biggest loot, the list finds the fullest tills of that type across the whole city
  • In PvP, Raid business tab, the Type field shows a single business type
  • With Biggest loot, the list finds the fullest tills of that type across the whole city
  • Hunt the Bag shows only who has the BagThe PvP Hunt the Bag card opens the list with only those carrying a Bag, the fattest firstThe Carrying a Bag button turns that filter on and off; With money still also brings in the money in your pocket
  • The PvP Hunt the Bag card opens the list with only those carrying a Bag, the fattest first
  • The Carrying a Bag button turns that filter on and off; With money still also brings in the money in your pocket
  • Mark all as readIn Notifications, one tap marks all notices as readWhispers stay until you open the conversation
  • In Notifications, one tap marks all notices as read
  • Whispers stay until you open the conversation
Build 17 — 10/19/2026 19:00 · 97 changes
  • The Scrapyard, new in the menuRusty turns the items you do not use into Hot Metal: per unit, Street 1, Hustler 3, Syndicate 10, Kingpin 40, Godfather 400What you are using and what your war loadout names always stayForge the exact piece you want, Syndicate, Kingpin or Godfather: Hot Metal and money buy the chance, up to 90%, 60% and 20%Godfather: 1 attempt per day. If it fails, you lose what you put inA collection of banners and avatars sold only for Hot Metal
  • Rusty turns the items you do not use into Hot Metal: per unit, Street 1, Hustler 3, Syndicate 10, Kingpin 40, Godfather 400
  • What you are using and what your war loadout names always stay
  • Forge the exact piece you want, Syndicate, Kingpin or Godfather: Hot Metal and money buy the chance, up to 90%, 60% and 20%
  • Godfather: 1 attempt per day. If it fails, you lose what you put in
  • A collection of banners and avatars sold only for Hot Metal
  • The Tailor: 154 new piecesEvery character now has a pair: the woman version of each man and the man version of each woman. Both go up on the shelf together and each one is bought separately14 new characters: masked men, the lab professor, warlocks, hackers and chrome mercenaries, ninja and samurai, the mansion host, the West Coast and the podium10 cities of the world and 60 flags, in the wind and in the rain
  • Every character now has a pair: the woman version of each man and the man version of each woman. Both go up on the shelf together and each one is bought separately
  • 14 new characters: masked men, the lab professor, warlocks, hackers and chrome mercenaries, ninja and samurai, the mansion host, the West Coast and the podium
  • 10 cities of the world and 60 flags, in the wind and in the rain
  • The Tailor catalogAt the end of the Vault, open the catalog to see every piece you can still getIt shows whether the piece has already been on the shelf, how many times and when, and roughly how long until it comes backSeasonal pieces show the window in which they can appear
  • At the end of the Vault, open the catalog to see every piece you can still get
  • It shows whether the piece has already been on the shelf, how many times and when, and roughly how long until it comes back
  • Seasonal pieces show the window in which they can appear
  • Spend straight from the bankEvery purchase pays first with your pocket and the rest with the bank: Market, Dealer, The Tailor, property, businesses and MailDeposit into the gang treasury straight from the bank, without withdrawingThe screen shows how much comes out of the bank before you tap
  • Every purchase pays first with your pocket and the rest with the bank: Market, Dealer, The Tailor, property, businesses and Mail
  • Deposit into the gang treasury straight from the bank, without withdrawing
  • The screen shows how much comes out of the bank before you tap
  • All of PvP on one pagePvP opens with every way to play against another player: Fight, Raid business, Hunt the Bag, Corners, Turf war and MegastructuresEach card shows what's happening right now, like the targets in your band and the city's warsAt the top of the screen, what's yours stays pinned in red: your gang's war, your duel, the auction you're leading and the Bag you're carryingThe rest of the city rotates on a single line
  • PvP opens with every way to play against another player: Fight, Raid business, Hunt the Bag, Corners, Turf war and Megastructures
  • Each card shows what's happening right now, like the targets in your band and the city's wars
  • At the top of the screen, what's yours stays pinned in red: your gang's war, your duel, the auction you're leading and the Bag you're carrying
  • The rest of the city rotates on a single line
  • City, right after PvP in the menuThe old Territory, with the Territories, Corners and Megastructures tabsA single map, with all the layers on: the corner is a dot and the building, a squareThe territory at war is striped redTurn each layer on and off with the buttons above the mapNow in the city: the wars, duels and auctions happening now, with what's yours firstBy gang: how many territories each gang has. Tap one to light up its territory on the map
  • The old Territory, with the Territories, Corners and Megastructures tabs
  • A single map, with all the layers on: the corner is a dot and the building, a square
  • The territory at war is striped red
  • Turn each layer on and off with the buttons above the map
  • Now in the city: the wars, duels and auctions happening now, with what's yours first
  • By gang: how many territories each gang has. Tap one to light up its territory on the map
  • Street protectionEvery crime pays a part of the reward to the gang that controls the district where you live: 5% at the start, up to 8%The Boss or a Capo sets each district's tax rate in City, and residents are notified when it changesMembers of the gang that controls the district also pay, and the money goes to its TreasuryIn a neutral district, or with no house, you pay 8% to the governmentMoving to another district locks in a 7-day contract: that day's rate is the most you pay there, and another move waits until it endsIn Crimes you see how much you pay, and in Real Estate each district's tax rate
  • Every crime pays a part of the reward to the gang that controls the district where you live: 5% at the start, up to 8%
  • The Boss or a Capo sets each district's tax rate in City, and residents are notified when it changes
  • Members of the gang that controls the district also pay, and the money goes to its Treasury
  • In a neutral district, or with no house, you pay 8% to the government
  • Moving to another district locks in a 7-day contract: that day's rate is the most you pay there, and another move waits until it ends
  • In Crimes you see how much you pay, and in Real Estate each district's tax rate
  • Outbid in the auctionBid on a Megastructure and someone got ahead of you? The top banner turns red and stays pinned while the auction runsIt shows who leads and by how much, and tapping it opens the building so you can bid againThe notice also shows up on the Megastructures card in PvP and in Now in the city
  • Bid on a Megastructure and someone got ahead of you? The top banner turns red and stays pinned while the auction runs
  • It shows who leads and by how much, and tapping it opens the building so you can bid again
  • The notice also shows up on the Megastructures card in PvP and in Now in the city
  • Businesses with a functionEvery business except the Casino now has a function that grows with level, besides the moneyLaundromat: up to 20% of the Big Score prize goes straight to the bank, and the Bag cools off soonerPawn Shop: one piece a day and better drops from crimesChop Shop: Hot Metal every day and SpeedGun Store: Strength and PvPNightclub: your other businesses in its district earn moreCounts once per type, from your highest-level business. Each one's function is in Business
  • Every business except the Casino now has a function that grows with level, besides the money
  • Laundromat: up to 20% of the Big Score prize goes straight to the bank, and the Bag cools off sooner
  • Pawn Shop: one piece a day and better drops from crimes
  • Chop Shop: Hot Metal every day and Speed
  • Gun Store: Strength and PvP
  • Nightclub: your other businesses in its district earn more
  • Counts once per type, from your highest-level business. Each one's function is in Business
  • SabotageA successful raid against an owner of level 30 or higher shuts the business down for 4 h: no income and no functionAt most once every 24 h per business; in the meantime, the raid still takes the moneyFrom a Pawn Shop, the raider also takes a piece from the lotThe list in Raid business says which businesses a hit would shut down
  • A successful raid against an owner of level 30 or higher shuts the business down for 4 h: no income and no function
  • At most once every 24 h per business; in the meantime, the raid still takes the money
  • From a Pawn Shop, the raider also takes a piece from the lot
  • The list in Raid business says which businesses a hit would shut down
  • Raid historyEvery raid is logged: the ones your businesses suffered and the ones you madeWho raided, which business, the result and how much came outIn Business, on the Your businesses tab, and in PvP, on the Raid business tab
  • Every raid is logged: the ones your businesses suffered and the ones you made
  • Who raided, which business, the result and how much came out
  • In Business, on the Your businesses tab, and in PvP, on the Raid business tab
  • Faster warThe time between actions in a territory war dropped from 30s to 20s: attack, kit and skillThe pistol still draws faster: its next action comes in 13s
  • The time between actions in a territory war dropped from 30s to 20s: attack, kit and skill
  • The pistol still draws faster: its next action comes in 13s
  • Skills in the territory warThe two skills you equip now also work in the territory war, not only in the Corners duelEach one 2 times per war, in a new row under your war kit; using one costs the energy and the turn of an attackA duel second becomes 10 seconds in a war: Haste and Intimidation last longer; the poison hits every 5s for 60sA poison can knock someone out of the war; the med kit cures itWhile you are standing in an active war, you cannot swap skills
  • The two skills you equip now also work in the territory war, not only in the Corners duel
  • Each one 2 times per war, in a new row under your war kit; using one costs the energy and the turn of an attack
  • A duel second becomes 10 seconds in a war: Haste and Intimidation last longer; the poison hits every 5s for 60s
  • A poison can knock someone out of the war; the med kit cures it
  • While you are standing in an active war, you cannot swap skills
  • Skills also rank up with booksLearning is one tap: pay the book's price or use 1 book. 5 more of the same book raise it to rank 2, and 10 more to the maximumThe instructor's cash price stays: pay in cash or in books, whatever you haveBooks still drop on tier 4 and 5 crimes, the instructor sells them and you can trade them on the Market
  • Learning is one tap: pay the book's price or use 1 book. 5 more of the same book raise it to rank 2, and 10 more to the maximum
  • The instructor's cash price stays: pay in cash or in books, whatever you have
  • Books still drop on tier 4 and 5 crimes, the instructor sells them and you can trade them on the Market
  • Skill books come only from crimes and the MarketThe instructor does not sell booksShe still teaches the skill for $5 million, or reads the book you bringRanks 2 and 3: $25 and $100 million, or 5 and 10 books
  • The instructor does not sell books
  • She still teaches the skill for $5 million, or reads the book you bring
  • Ranks 2 and 3: $25 and $100 million, or 5 and 10 books
  • Aim, Evade and Second Chance changedAim still cannot miss, but no longer forces the critical hitAt ranks 2 and 3 it gives 10% and 20% extra critical chanceAgainst an Evade, Aim's sure hit becomes a chance: 100% with the Evade's cut (rank 3: 50%)Second Chance now leaves you at 10% of your max HP, not 1 HPIf you had less than that, you come back up to 10%Works in Corners duels and in wars
  • Aim still cannot miss, but no longer forces the critical hit
  • At ranks 2 and 3 it gives 10% and 20% extra critical chance
  • Against an Evade, Aim's sure hit becomes a chance: 100% with the Evade's cut (rank 3: 50%)
  • Second Chance now leaves you at 10% of your max HP, not 1 HP
  • If you had less than that, you come back up to 10%
  • Works in Corners duels and in wars
  • Hospital time on the cardWhoever is in the hospital shows how long is left until they get out: "5 min", "1h 20min"On the PvP list, on both sides of the war and on your war card
  • Anyone in hospital shows how long until they are out: "5 min", "1h 20min"
  • On the PvP list, on both sides of the war and on your war card
  • Field Med Kit and FlashbangIn wars, the Field Med Kit heals 45 HP and has 3 uses (was 30 and 2)In Corners duels, the Flashbang stuns for 9 s (was 12 s)
  • In wars, the Field Med Kit heals 45 HP and has 3 uses (was 30 and 2)
  • In Corners duels, the Flashbang stuns for 9 s (was 12 s)
  • Gang profileIn Ranking → Gangs, search any gang by name or tag and tap the name to open the profileMembers and ranks, with the crimes, XP and levels of each one in the last 24 hTerritories and works, and the members' corners and MegastructuresThe current and latest wars, and who joined or leftInspecting a player also takes you to their gang's profileWhoever is in the war roster never shows up
  • In Ranking → Gangs, search any gang by name or tag and tap the name to open the profile
  • Members and ranks, with the crimes, XP and levels of each one in the last 24 h
  • Territories and works, and the members' corners and Megastructures
  • The current and latest wars, and who joined or left
  • Inspecting a player also takes you to their gang's profile
  • Whoever is in the war roster never shows up
  • Energy clockUnder an hour, the time until the next energy point now shows the seconds instead of rounding to the minute
  • Under an hour, the time until the next energy point now shows the seconds instead of rounding to the minute
Build 16 — 10/15/2026 01:04 · 74 changes
  • Guided tutorialThe Tutorial button walks through the whole game on screen, pointing out where everything isIt's in Crimes, the Wiki and ProfileIn News, See tutorial takes you to where each change isSkip whenever you want
  • The Tutorial button walks through the whole game on screen, pointing out where everything is
  • It's in Crimes, the Wiki and Profile
  • In News, See tutorial takes you to where each change is
  • Skip whenever you want
  • CritEvery hit can crit: on the street, in war and in the duel, counters includedA crit gives +50% damage, even above the 45% HP cap of war and the duelOn the street, the 20 HP hit becomes 30The chance comes from weapons, fists and jewelry (up to 35%) and trained Cunning (up to +5%)Your chance shows on Character
  • Every hit can crit: on the street, in war and in the duel, counters included
  • A crit gives +50% damage, even above the 45% HP cap of war and the duel
  • On the street, the 20 HP hit becomes 30
  • The chance comes from weapons, fists and jewelry (up to 35%) and trained Cunning (up to +5%)
  • Your chance shows on Character
  • War and duel weaponsPistol draws fast: the next hit comes in 20 s in war (it was 30) and 2 s in the duel (it was 3)Burst (AK-47 and My Little Friend): 2 shots at 50% damageEach shot can land, crit and use up the shield; the one that misses brings half a counterShotgun (Sawed-Off Shotgun): breaks the whole shield when it landsNew factors: AK-47 1.8×, My Little Friend 1.9× and The Widow 1.8×The Widow: +25% crit chance on her shots; the 50%-of-HP rule is goneWhen you miss, the screen says who countered and how much it took
  • Pistol draws fast: the next hit comes in 20 s in war (it was 30) and 2 s in the duel (it was 3)
  • Burst (AK-47 and My Little Friend): 2 shots at 50% damage
  • Each shot can land, crit and use up the shield; the one that misses brings half a counter
  • Shotgun (Sawed-Off Shotgun): breaks the whole shield when it lands
  • New factors: AK-47 1.8×, My Little Friend 1.9× and The Widow 1.8×
  • The Widow: +25% crit chance on her shots; the 50%-of-HP rule is gone
  • When you miss, the screen says who countered and how much it took
  • Live duelWhen someone calls a duel on the Corners, the whole city sees it in the top barTap Watch to follow the fightNo push: it only shows for whoever is in the game
  • When someone calls a duel on the Corners, the whole city sees it in the top bar
  • Tap Watch to follow the fight
  • No push: it only shows for whoever is in the game
  • Duel skillsSeven skills for the Corners duel, two equipped at a timeEvade, Fury, Aim, Haste, Poison, Intimidation and Second ChanceEach one comes from its book: rare on the hardest crimes, sold on the MarketThe instructor sells each book for $5 million and raises levels 2 and 3: $25 and $100 millionIt comes out of your pocket, then the bank. Never GoldIn the duel, each one once per game. It spends the turn. The house never uses themIn the Skills tab of Training; equip them on Character
  • Seven skills for the Corners duel, two equipped at a time
  • Evade, Fury, Aim, Haste, Poison, Intimidation and Second Chance
  • Each one comes from its book: rare on the hardest crimes, sold on the Market
  • The instructor sells each book for $5 million and raises levels 2 and 3: $25 and $100 million
  • It comes out of your pocket, then the bank. Never Gold
  • In the duel, each one once per game. It spends the turn. The house never uses them
  • In the Skills tab of Training; equip them on Character
  • Opponent's kit in the duelWhen the Corners duel starts, you see the other side's kit written on their card, under the nameWeapons with the ammo left, tools, skills and crit chanceYour kit sits right above your cardUpdates every move. Spectators don't see it
  • When the Corners duel starts, you see the other side's kit written on their card, under the name
  • Weapons with the ammo left, tools, skills and crit chance
  • Your kit sits right above your card
  • Updates every move. Spectators don't see it
  • Corner and warWhoever is in a territory war can't be challenged on a cornerApplies in the 10 minutes before the war starts and while they're standing in itWhoever is about to enter the war can't challenge or take a corner in that time eitherOut of the war, or once the war is over, everything goes back to normalOn Corners, the button says why before you tap
  • Whoever is in a territory war can't be challenged on a corner
  • Applies in the 10 minutes before the war starts and while they're standing in it
  • Whoever is about to enter the war can't challenge or take a corner in that time either
  • Out of the war, or once the war is over, everything goes back to normal
  • On Corners, the button says why before you tap
  • Hide my gangNew option in the PvP target list: removes your gang's membersAvoids attacking an ally by mistakeSaved on this device
  • New option in the PvP target list: removes your gang's members
  • Avoids attacking an ally by mistake
  • Saved on this device
  • Gang noticeThe Boss and Capos pin a notice at the top of the Gang pageOnly gang members read itUp to 500 characters
  • The Boss and Capos pin a notice at the top of the Gang page
  • Only gang members read it
  • Up to 500 characters
  • Neighborhood worksEach district the gang controls can have one work: Port or Wall, 3 levels eachPort: +20/40/60% on the weekly income the gang takes from the district. Owners and residents pay the sameWall: declaring war on the district costs +50/100/200%Only the Boss builds, upgrades or demolishes, paying from the TreasuryIf the district changes hands, the work stays and drops one levelIn City, on the district card
  • Each district the gang controls can have one work: Port or Wall, 3 levels each
  • Port: +20/40/60% on the weekly income the gang takes from the district. Owners and residents pay the same
  • Wall: declaring war on the district costs +50/100/200%
  • Only the Boss builds, upgrades or demolishes, paying from the Treasury
  • If the district changes hands, the work stays and drops one level
  • In City, on the district card
  • MegastructuresFive luxury buildings, one per zone, one owner each: the new Megastructures tab in CityThe building adds its stats to the owner, like gearAnd makes Detective Barone and Chief Bastos cheaperFrom level 40. One goes to auction per dayThe bid is held in your bank and comes back if someone outbids youThe winning bid leaves the gameAfter the auction, anyone can buy it for the value the owner declaredThe owner pays 2% of that value per day. Whoever doesn't pay loses the building
  • Five luxury buildings, one per zone, one owner each: the new Megastructures tab in City
  • The building adds its stats to the owner, like gear
  • And makes Detective Barone and Chief Bastos cheaper
  • From level 40. One goes to auction per day
  • The bid is held in your bank and comes back if someone outbids you
  • The winning bid leaves the game
  • After the auction, anyone can buy it for the value the owner declared
  • The owner pays 2% of that value per day. Whoever doesn't pay loses the building
  • WarlordThe achievement now asks for 7 knockouts in a single war (it was 10)With a lineup of 10, 10 meant taking out the whole roster aloneWhoever already met it got it right away
  • The achievement now asks for 7 knockouts in a single war (it was 10)
  • With a lineup of 10, 10 meant taking out the whole roster alone
  • Whoever already met it got it right away
  • Critical HP alertNow it shows for a few seconds and goes away on its ownTap it to close it soonerIt comes back on the next hit that leaves you with low HP
  • Now it shows for a few seconds and goes away on its own
  • Tap it to close it sooner
  • It comes back on the next hit that leaves you with low HP
Build 15 — 10/12/2026 00:16 · 25 changes
  • Stamina, new statStrength now only gives attackMax HP grows with level (+5 per level, up to level 50) and with Stamina (+1 per point)Gear with “All stats” also gives StaminaBrass Ring, Gold Knuckle Ring and Armored Jacket: half the Strength became StaminaEveryone's max HP recalculatedFree respec in Training for those who were already playing
  • Strength now only gives attack
  • Max HP grows with level (+5 per level, up to level 50) and with Stamina (+1 per point)
  • Gear with “All stats” also gives Stamina
  • Brass Ring, Gold Knuckle Ring and Armored Jacket: half the Strength became Stamina
  • Everyone's max HP recalculated
  • Free respec in Training for those who were already playing
  • Captain Fábio patrols the ChatCursing and trash talk are fine. Real hate, harassment and threats are notEvery hour he reads the rooms and deletes what crossed the line, saying whyFines, blocks, suspensions and bans are always decided by a personIn gang chat and whispers he only acts on what's serious
  • Cursing and trash talk are fine. Real hate, harassment and threats are not
  • Every hour he reads the rooms and deletes what crossed the line, saying why
  • Fines, blocks, suspensions and bans are always decided by a person
  • In gang chat and whispers he only acts on what's serious
  • CornersNew best-of-3 format: whoever wins 2 games first takes the cornerEach game restarts with full HP, ammo and tools8 s pause between gamesNo clock: the house plays for whoever leaves the screen or goes 30 s without playingWhoever wins the game gets the winner tag until the next one startsPrice, immunity and the loss lock stay the same
  • New best-of-3 format: whoever wins 2 games first takes the corner
  • Each game restarts with full HP, ammo and tools
  • 8 s pause between games
  • No clock: the house plays for whoever leaves the screen or goes 30 s without playing
  • Whoever wins the game gets the winner tag until the next one starts
  • Price, immunity and the loss lock stay the same
  • The Big ScoreGodfather chance on a sure job: from 1% to 10%Now only Godfather drops (Kingpin and Syndicate are out)New Order, from level 40: pick the piece in CrimesWhen a Godfather drops, 50% chance it's your orderFree, and you can change it whenever you want
  • Godfather chance on a sure job: from 1% to 10%
  • Now only Godfather drops (Kingpin and Syndicate are out)
  • New Order, from level 40: pick the piece in Crimes
  • When a Godfather drops, 50% chance it's your order
  • Free, and you can change it whenever you want
Build 14 — 10/09/2026 07:47 · 6 changes
  • The Godfather's Blessing is here. A 7-day (100 Gold) or 30-day (300 Gold) pass in the Vault: +50 max energy, 25% faster energy, one free refill per day and your name in the color you pick in Profile, with the gold badge. Your energy turns gold while it lasts, and the time left shows at the top of the screen. It doesn't renew on its own.
  • The Market shows everything for sale. Player Market now lists every item for sale in the city, one card per item with the lowest unit price, how many sellers and how many units, with filters by rarity, category or name and split into pages. Before, only the latest listings showed up: older offers, often the cheapest, disappeared from view and the seller thought they'd lost the item. Tap an item to see all its offers, from cheapest to most expensive; your listings stay at the top of Player Market, with each one's position.
  • The Corners: a one-player territory. City got a new tab, Corners: street spots that ONE player holds at a time. From level 5, pay the price in cash (it doesn't come back), call the boss out and settle it in a duel of up to 5 minutes — one hit every 3 seconds, with your own war kit, tools included (Field Med Kit, Ballistic Shield or Flashbang) — or take an empty corner on the spot. Each corner belongs to a level bracket, so veterans don't sit on a newbie's spot, and winning makes the corner immune for a while. The boss wears the "Corner Boss" title while holding it. The boss gets the bracket's hustle — faster energy regen, more max energy and more XP on crimes —, a crown next to their name on every screen and six new achievements in the Corners category. Your duel's clock sits at the top of every screen, only for the two sides. The house only plays for whoever leaves the duel screen — one hit every 6 seconds — and every HP change shows on the card of whoever took it. The boss is warned when called out, and both when the duel starts (in-game alert and push). And the Serrated Machete wounds: its hit that lands leaves the other side 20s without the Field Med Kit.
  • Street corners: new rules. Taking a corner — winning the duel or grabbing an empty one — makes it immune for 24 h. Holding it in a duel only gives 60 seconds until the next call: anyone can come at the boss again. And whoever calls out the boss and loses can't call that same corner for 24 h — any other one is fine. The card states the three rules, and the button says when the corner reopens for you.
  • 5 new districts on the map. The city grew: more turf to claim and more borders to fight over.
  • The detailed log of every war. Open a finished war in the history (Wars, under Gang) and tap "View detailed log (hit by hit)": the whole war line by line, timestamped to the second — every hit with the weapon, damage, crit, wound, shield and knockout, who was under the effect of what, every heal, raised shield and flashbang, every elimination and its cause, all the way to the end. It only loads when you open it.
Build 13 — 10/07/2026 23:00 · 5 changes
  • In war, every action comes from the item. Tap a weapon (or Unarmed), the Field Med Kit, the Flashbang or the Ballistic Shield and pick who from the list that opens — with health, badges and your chance against each one; the last target comes first. The bar stays pinned to the top along with your card, the result shows on the line right below, and the fighter list is now view-only.
  • Your card in the war. Your health and status — Shield, Stunned, Wounded — sit on your card, pinned to the top of the panel, and change with every hit. When Stunned, the bar says how long is left. The Field Med Kit shows each ally's health bar and the Wounded badge on whoever it can't heal yet. On desktop, the two lists sit side by side.
  • The Ballistic Shield protects allies. Pick who gets it: on you it holds 3 hits; on an ally on your side, 2 — protecting someone else holds less. Each person has one shield up at a time, and it's still 2 uses per war, for whoever raises it. You can cover your shooter while the medic heals.
  • Fewer "too many actions". The action lock was blocking normal players in the middle of a crime streak. Now it's much looser and, when it does hold you, it says how many seconds to wait.
  • The invite code comes through. Whoever creates the account through a friend's link now gets the code along with the account, even when confirming the email on another device, and the 72-hour window to enter a code starts when the email is confirmed. While it can still be used, a reminder shows up in Crimes.
Build 12 — 10/05/2026 22:25 · 6 changes
  • The first 1000 players have an avatar nobody can buy. The Faceless went to each of the city's first 1000 accounts, counted in the order they were created, with its own number from #1 to #1000 next to the name in Profile and when someone inspects you. Use it from Profile. The last numbers go to whoever signs up now.
  • Browser notifications. Playing on the site or from the Home Screen icon, turn on Profile → Notifications on this device and get attacks, wars and mail with the game closed. On iPhone, add the game to the Home Screen first: the card itself shows the step by step.
  • New in the Vault: the Family Clinic. For 25 Gold it resets your tolerance on the spot — the next dose goes back to normal risk, without waiting out the hour. Up to 2 times a day, and a tolerance that's already at zero isn't charged. The button also shows up under the tolerance clock, in My Stash.
  • Gold doesn't buy wars. While you're fighting in an active war and aren't out of it yet, Energy Refill, Regen Booster, Family Clinic, Family Plan and Family Lawyer are locked. A booster that was already running pauses and resumes afterwards, with the time it had left. Bail and the hospital bill in cash stay open.
  • The Serrated Machete hits softer. It still wounds (whoever takes the hit goes 3 minutes without healing), but its damage dropped to 1.1×, the weakest blade in the game. Before, it hit the same as the other Kingpin blades and wounded for free on top, so it became everyone's blade; now the wound costs damage.
  • The Widow hits a little harder. Its damage went up from 1.2× to 1.3×; the 6 shots and the crit (25% of hits take 50% of max HP) stay the same.
Build 11 — 10/01/2026 21:00 · 12 changes
  • War roster. War is now up to 10 per side: the Boss or a Capo marks "War" on members in Gang → Members, and only the starters go in — on both sides, locked at declaration. Whoever's left out watches.
  • One war at a time. A gang at war (or getting ready for one, attacking or defending) can't declare another one and can't be declared on.
  • The scoreboard counts what you did. Each side shows how many enemies it dropped out of the other side's total — the bigger number is winning.
  • Four new war items. The Ballistic Shield changed: raised, it holds the next 3 hits that land on you at 50% damage (crits included) and then drops — it no longer touches hit chance. The Flashbang (Kingpin) is the third support tool: it stuns an enemy for 45s — no attacking or using tools — 2x per war. The Serrated Machete (Kingpin) wounds: whoever takes the hit goes 3 minutes unable to be healed. The Widow (Godfather) is a 6-shot rifle: 25% of hits are crits and take 50% of max HP, above the cap — and next to it only blades and fists fit, no other firearm or tool. The loadout still has only one tool. New role next to the name: 💥 support (flashbang), 🎯 sniper (Widow).
  • The Field Med Kit no longer lowers overdose chance. Worn, it still gives 6 HP and -10% on the hospital bill; only the overdose cut is gone. What still has it: the two Godfather pieces that already had the effect.
  • War loadout: where and how. Character has a new card, "War loadout": tap Edit and pick 3 items from your inventory — weapons only, or two weapons and a Ballistic Shield OR a Field Med Kit (never both). That's the set the war copies the instant prep ends; during prep you can swap it in the war panel, in City. In an active war it doesn't change anymore: swapping applies to the next one.
  • How you fight with it. In the war panel, above the enemy list, the kit bar shows up: tap a weapon to put it in your hand and attack normally — when the hit lands, the weapon multiplies the damage; pistols, bursts and shotguns have shots per war and, when they run out, you go back to attacking unarmed. No hit takes more than 45% of max HP. With the Ballistic Shield, the Raise Shield button makes the next attack on you land only 10% of the time (2x per war); with the Field Med Kit, the heal button gives 30 HP to you or an ally (2x). Both use the same interval and the same energy as an attack.
  • The result stays where you attacked. Each hit answers on a line right below the enemy you hit — Hit or Miss highlighted, and next to it the weapon, the damage and the ammo left; the line is always the same size, so nothing jumps around on screen. No popup: it only opens when someone drops or the war ends. The kit's weapons sit in a grid above the enemies, no scrolling. The icon next to the name, on both lists, tells each fighter's role: 🛡 tank (shield), ✚ medic (kit), 🔫 shooter (three weapons). The two new items drop from high-tier crimes and show up in the Market.
  • The Ballistic Shield and the Field Med Kit are also gear. Besides going in the loadout, you can equip both in the backpack: the shield gives 12 Defense, 8 HP and -10% on the hospital bill; the kit gives 6 HP and -10% on the hospital bill. The same unit works for both.
  • Melee weapons by rarity. The melee damage factor is no longer a single value: Street 1.10×, Hustler 1.15×, Syndicate 1.20×, Kingpin 1.25×, Godfather 1.35× — the weapon in your backpack still needs no ammo, but the legendary piece hits harder. The full table is in the Wiki.
  • Sell all Street at once. In the Market, Sell tab, one button sells every Street item in your backpack to the NPC in one tap, for the same 30% as a quick sale. What's equipped and one copy of each weapon in your war loadout stay. It confirms first and tells you how much you get.
  • Seasonal pieces are now luck, not fixed. In the Vault, each limited-edition piece has a 20% chance per day of showing up in the shop window during its season (and it shows up at least once). See it, buy it — tomorrow it might not be there.
Build 10 — 09/30/2026 23:15 · 4 changes
  • Detective Barone. Sometimes, when you collect $2,000 or more from a business, Detective Barone is waiting at the door with your envelope. Talk him into taking less (he's played by an AI) or pay what he asks: he only touches that collection, never your pocket or the bank. If you leave, in 15 minutes he takes whatever share is on the table.
  • Chief Bastos listens to your offer. Stating your time or your price, or writing in another language, no longer counts as a slip; the offer he put on the table stays there even when he stops talking; and if he can't answer one of your lines, it comes back to you.
  • Collect all. The Business page now has a button at the top that collects every business at once. You can still collect them one by one.
  • Hunt the fullest tills. In PvP, the business list can now be sorted by Biggest loot: it searches the whole city for the businesses with the most uncollected money, not just the ones on screen.
Build 9 — 09/30/2026 00:27 · 11 changes
  • Chief Bastos is on duty at the jail. In your cell, tap Talk to the chief and make your case: he can knock up to 10% off your remaining time for free, or up to 50% for a bribe, which comes out of your pocket (and the bank, if it falls short). He never lets anyone go: bail and the Family Lawyer are still the way out. Chief Bastos is played by an AI.
  • Six new districts in City: Hunts Point and Fordham (Bronx), Bushwick and Williamsburg (Brooklyn), Long Island City and Astoria (Queens). In the first 72 hours, only gangs with no territory can claim the starter-level ones.
  • Businesses earn more in higher districts. A business earns +15% in a level 2 district and +30% at level 3 — and the protection the district's gang charges grows with it. Level 1 doesn't change.
  • Business now has two tabs: Your businesses and Open a Business. Your list no longer sits under the opening form, and opening a business takes you straight to it.
  • The Boss picks the week's profit split. In Gang → Treasury, he sets how much each rank takes in the tally — down to 0% for everyone, and then the profit stays in the treasury. It changes at most once every 7 days, and the whole gang gets a notice. The 3-days-ahead notice now only says the split is coming; the amount stays in the tab.
  • The gang Log says who let people in and who kicked them out. In Gang → Log, each entry shows who invited or approved the request, each kick shows who did the kicking, and those who leave on their own show up too.
  • The war ends as soon as the result can no longer change. No more waiting out the clock in a war that's already decided. And leaving or getting kicked from the gang during a war counts as out: a point for the other side.
  • Lost with the Bag, pay from the Bag. If you lose a fight carrying the Bag, the winner takes 10% of it and nothing from your pocket.
  • The Big Score now flips at 8 PM. The new target and the day's attempt open at 8 PM São Paulo time, instead of midnight: the hour when the most people are out on the street to hunt the Bag.
  • Five new pieces. Godfather: My Little Friend, The Don's Crocodile Loafers and The Commission Rings. Kingpin: Sawed-Off Shotgun and The Bodyguard's Gloves. And now gear also lowers your Overdose Risk.
  • The Iced-Out Chain got stronger. It gains +5 DEF, and its PvP Power goes from 5% to 8%.
Build 8 — 09/27/2026 00:38 · 6 changes
  • Every war reaches the whole city. When a war is declared, every player finds out, in the game and on the phone — and again when it ends: who took the district, or that the defense held. In the app, you can turn it off in Profile → Push notifications → City news.
  • Watch any war. In City, open a district at war and see the fighters of both gangs — HP, who's in the hospital and who's already out —, the same lists both gangs see. Watch only: no attack button and no win chance.
  • The Big Score, at level 40. One target per day for the whole city and one attempt per day, at the top of Crimes: low chance, heavy jail and a big prize, plus 10,000 XP, with a chance at a Godfather piece. The money goes into a Bag that doesn't go into your bank for 4h, the whole city gets notified, and every fight you lose hands 10% of it to whoever beat you. Below level 40 you're the hunter: the banner at the top shows every Bag on the street.
  • Recruit a friend. Your link and your code are in the Vault. When the friend reaches level 5, they get 50 Gold and so do you; at level 10, another 50 for you. Up to 3 paid friends every 30 days, and three pieces only recruiters have.
  • The Tailor got American collections. Football and basketball in team colors, and American themes, from the speakeasy to lowriders. They arrive through the Vault's daily rotation.
  • The Bank shows what came in through the Mail. Money accepted in the Mail lands in your bank, and now the page lists those entries. When sending, the Mail says how much arrives on the other end.
Build 7 — 09/25/2026 08:15 · 13 changes
  • Your chance on each target. The PvP list shows your chance to win on each card, already counting equipment, active effects and residence — and, in a war, the enemy list shows the same chance on each fighter. And the rule got clear: whoever attacks uses ATTACK (STR, SPD, CUN) against the target's DEFENSE (DEF, SPD) — your Defense only counts when you're attacked.
  • City news. When a territory changes hands — taken in a war or occupied while empty —, the whole city finds out, in the game and on the phone. In the app, you can turn it off in Profile → Push notifications → City news.
  • One single treasury for the gang, no subdivisions. Everything the gang earns and every deposit land in the same place, in Gang → Treasury. Gone: the Boss's withdrawal, the reserve, the war spoils and the house fee. Money only leaves through purchases and war, the Boss's bonus and the weekly tally — and winning a war costs nothing beyond the price paid to declare it.
  • Holding territory now pays a weekly territorial tax. It's paid at the tally, before any profit is split, and grows with each district you hold. Profit is what the territory brought in during the week — business fees plus Dealer sales — minus the tax. If the treasury doesn't cover the tax, the government takes districts, starting with the ones losing the most money. Gang → Treasury shows the bill, and warns you if it's not being charged yet.
  • Houses pay the territory. The weekly upkeep of every house goes entirely to the treasury of the gang that controls the district, members' houses included, and counts toward the tally's profit. Residents pay the same as before; in a neutral district it goes to no one. Real Estate shows where yours goes.
  • Redistribute points (respec). In Training, move the points you've already trained all at once, without spending energy. The first one costs $4,000 per trained point; each following respec multiplies the price (×4, ×6, ×8…), and Gold resets the ladder to the start.
  • Crime mail. A new page in the menu, Mail, and a shortcut on any player's name: send up to 5 items and money. The recipient accepts or declines; declined or unanswered within 7 days, everything comes back to you. The money leaves your pocket with a 5% fee and lands in the bank of whoever accepts; items pay nothing. Only level 5+ can send.
  • Mail lets you know when it arrives. When someone sends you mail, a banner shows up under the top bar, on any page, until you open Mail — and in the app the phone gets the notification too.
  • Residence actually counts now. The +5% / +10% stat bonus for living in a tier 2 / tier 3 district now applies to crimes, PvP, war and raids. The Real Estate page promised this and the server wasn't applying it.
  • Gang members: each member shows how long ago they joined and what they did in the last 24 h (crimes, XP and levels). You can sort by least or most active.
  • A menu that responds instantly: the icon you tap lights up the same instant, and a bar at the top shows the page is loading.
  • The "What happened" box: on every page, it now only notifies (the links took you back to the page you were already on), and Close collapses the box and marks the notices as read.
  • Fix: when collecting on the Business page, the notice showed the district's internal name ("jfkcargo"); now it shows the real name.
Build 6 — 09/25/2026 00:16 · 5 changes
  • Important actions ask for confirmation. Kicking a member, leaving or disbanding the gang, giving a bonus, declaring war, claiming a district, paying off spoils, selling your property, deleting a message and blocking a player now open a confirmation, with the amounts when money is on the line. Cancel is the default: an accidental tap does nothing.
  • The war attack tells you why not. Without enough energy, the button shows No Energy with the time left and turns back into Attack on its own. Any refusal now shows at the bottom of the screen, in your language, and no longer at the top of the page.
  • Declaring war now costs the price of claiming the district, paid at declaration. It's the same quote that shows up in City to claim it, and the defender's size no longer changes the price. Winning costs nothing more: no more spoils. Losing costs that full price. Wars declared before this keep the spoils locked in when they started, and old debts can still be paid off.
  • The Boss can pass the gang on. In Gang → Members, Hand over leadership makes a member the new Boss and you become a Capo; the new Boss gets an alert. It's also the way out for a Boss who wants to leave. The Founder achievement stays with whoever created the gang.
  • The “Needs your attention” box only informs. In Gang, its lines are now notices, not buttons, and Close collapses the box until something new comes up.
Build 5 — 09/23/2026 21:23 · 37 changes
  • Getting out early gets cheaper over time. Bail starts dropping below 25 minutes remaining; treatment, below 40. The cash amount updates every second and combines the remaining time with gear discounts. The Gold options keep the same price.
  • The discount has a limit. The cost hits a floor of 5% of the base price and stops dropping. That's why a 2-minute hospital stay from PvP can already start at the minimum. When the timer runs out, leaving is free and you walk out of the hospital at full HP.
  • The displayed effect now matches the applied one. Adrenaline Shot correctly shows +22% PvP Power. It's a description fix; the actual bonus wasn't increased in this update.
  • Find players by name. Ranking and Friends now have a search for players across the whole city, including those outside the top 100 or your friends list. Type part of the name and tap the result to inspect, whisper, add to or remove from your friends list, or invite to the gang. Invites are still only available for Bosses and Capos to recruit players without a gang.
  • Badges with context. When you open a screen with news, you see what happened and a path to the details: new achievements show at the top and open your card; gang events take you to the matching tab. Cash to collect and sold-out stock get an explanation per sales point. Global, gang chat and Whispers have separate indicators, including per conversation. Only content shown in an active tab counts as read; opening another channel or the Alerts hub doesn't clear whispers. Alerts now splits unread from history, with loading of older notices.
  • Laundromat: a starter business. In Business, it's the entry option for generating passive income, with lower cost and bribes than the next businesses. Personal businesses keep piling up income for collection; daily stock belongs only to the gang's Dealers.
  • The old personal spots became Laundromats. The conversion keeps name, district, position and defenses, and brings the business back to the starting level. Upgrades are fully refunded and the pending kitty is paid out to the bank. Up to 20 units of each product, per converted spot, stay in your My Stash; the rest is bought back at wholesale value and credited to the bank.
  • Choose where to open and use your total balance. When opening a business in Business, you pick the district. Opening and upgrades use your pocket first and top up from the bank, showing the split before you confirm. Existing businesses and purchase districts show up correctly again.
  • Compare properties before selling yours. In Real Estate, use “See prices by territory” to check the price and upkeep in each district, including for the same type of property you already own. Checking doesn't sell or swap your house; buying another one still requires selling the current one.
  • There's always a supplier available. In Dealer, the Street supplier sells even when the Dealers are out of stock. Its price is the ceiling of the gang offers. The purchase uses money from your pocket and delivers the products to My Stash; to get the effect, you still have to use them.
  • Leadership sets the prices. In Gang → Dealers, the Boss and Capos adjust the overall margin or each product's price, between wholesale and the supplier's ceiling. Every buyer pays, including members of the gang itself; belonging to it doesn't mean free pickup.
  • The board shows the lowest available price. Price and stock changes now show up automatically, including when you come back to the tab. A sold-out offer stays out of the comparison until it's restocked: management shows the saved price, but it only goes on the board when there are units for sale.
  • Plan your next purchase. In Dealer, each product shows the next restock time, up to how many new units are expected and the price or price range per unit. Open the details to check the forecast per sales point, including when it's out of stock. The title and the close X stay pinned to the top of the popup while scrolling. The forecast can change with sales, prices and territory control; production also depends on the gang's treasury. The street supplier is still available.
  • Every controlled district has a gang operation. Track it in Gang → Dealers. The Boss and Capos change prices and collect the cash; Soldiers can view the operation. These units belong to the gang and don't take up personal business slots. Players no longer open individual spots of this kind.
  • Capped daily restock. Only the Dealers get an automatic quota, currently free, in the daily restock that happens at the same time for everyone. Each shelf holds up to 3 daily quotas. There's no unlimited manual restock and no stacking of quotas from missed days. A newly claimed district starts with no stock, but management in Gang → Dealers already shows all products, the expected daily production and each one's unlock level. The Boss and Capos can set each product's price before the first restock. Unlocked products only get stock at the next scheduled daily restock.Loading next renewal time…
  • District and level change production. Gang level raises quantity and variety; district level also affects the quota. Each district has a fixed specialty, which gets 50% more restock and can unlock its product one level early. Check the specialty in the list and in each district's details in City. The management screen shows the level needed to produce each item, including the specialty's early unlock. Products that are still locked only start restocking after the gang reaches that level.
  • Gang XP is collective experience. It's separate from your XP and from ranking respect. Sales to non-members, daily district control and war wins push the gang up to level 5, unlocking more stock and products. Members' own purchases don't give XP. Existing gangs start with progress based on the respect they already had. On sales, XP follows the products' wholesale value, not the margin charged.
  • The money stays in the till until someone collects. Real sales build up money in each unit; the extra revenue from the old kitty is gone. In Gang → Dealers, the Boss or a Capo collects one unit or all of them. The total goes into the coffers: 25% is set aside for the weekly pot and the other 75% is subject to the gang's other reserves, like upkeep.
  • Raids fight over uncollected money. In the PvP businesses tab, a successful attack steals part of the till, respecting the loot cap. Stock and unstolen money stay in the unit. Collecting reduces the exposed amount; attacks trigger a notice for leadership and an entry in the gang log.
  • The operation follows district control. A conquest by war transfers stock and uncollected cash to the new gang; prices go back to the supplier's ceiling. If the district goes neutral through abandonment or seizure, the unit closes and loses all its stock and cash. Collect before you abandon it.
  • Management tells you when it needs attention. Leadership gets a signal in the menu when there's cash to collect or a unit completely out of stock. The history identifies collections, raids and seizures. The sales-linked achievement now counts products sold in the operations of the districts your gang controls; achievements already unlocked stay yours.
  • See how each war went. In Gang → Wars, open a finished war in the history to see the winning gang, each side's participants, the eliminated and who beat whom. Each fight shows who started the attack and the date and time. Old wars may have a partial history, flagged on screen.
  • The city now has 15 districts. In came Mott Haven, Bedford-Stuyvesant, Red Hook, Brownsville, Brighton Beach and JFK Cargo. In City, filter the list by region and see the controller, level, tax and specialty before choosing where to operate.
  • A shot at the first conquest. In the new starter-level districts, the first 72 hours after opening are reserved for claims by gangs with no territory. Claiming grants 24 hours of war protection; taking one by war keeps the 5-day protection. These windows don't reset with each login. Open the district in City to understand the “New Turf” label and see when the exclusivity ends.
  • A district with no owner charges no protection. When collecting income from a business in neutral territory, you get the full amount. If there's a controlling gang, the fee goes to it, even when the business belongs to one of its members. The screen separates the current charge from the potential income after a conquest.
  • The price to claim depends only on the territories already controlled. Each of your gang's territories multiplies the district's base price by 2.2. Members' net worth, stock, revenue, deposits and withdrawals from the coffers don't change that price. The upkeep reserve is required separately and stays in the coffers. The price to declare war still takes into account the target's level and the attacker's territorial advantage. Check the quote in City.
  • Conquering a district through war also has a cost. Besides the declaration, the attacker pays spoils of 75% of the acquisition quote if they win and take the district. This amount is shown and locked in before the war. If money falls short at the conquest, the gang gets the district and the difference becomes debt, which has to be paid off before claiming another territory or declaring a new war.
  • Holding territory takes daily cash. Upkeep grows with the number and base value of the controlled districts, and is debited from the coffers. In City, open a district to see its impact on daily upkeep and the gang's total after the conquest. In districts you already control, the impact is the savings from abandoning them, including the readjustment of the others; these individual values don't add up. In Gang → Treasury, the panel shows the daily bill and the next charge. This rollout had an initial 72-hour grace period, counted once for the environment; it doesn't start over for each player.
  • The coffers tell total balance apart from free balance. A reserve protects 2 days of upkeep; the weekly pot is also protected against withdrawals and one-off bonuses. The reserves overlap, without counting the same money twice. Upkeep can eat into the pot. The Bank tab now forecasts what can be split after preserving the upkeep reserve, including each member's share. Repeating the same bonus attempt doesn't duplicate the payment; a new bonus is a separate payment.
  • Falling behind can cost a district. If the coffers don't cover upkeep, the Boss and Capos get a warning and have 24 hours to catch up. Refill the coffers: the next check charges automatically, or leadership can pay it off from the upkeep panel using that balance. If the arrears persist, the government seizes one district per daily cycle, starting with the one that eases the bill the most and sparing the ones at war.
  • The Boss can cut the bill by abandoning a district. The option is in Gang → Treasury, in the upkeep panel, and requires the district to be out of war. It goes back to neutral, with no refund; the gang's local operation loses its stock and cash. After abandonment or seizure, the same gang has to wait 48 hours to claim it again.
  • Your own gang's businesses are off the target list. You can't attack your gang's operation or your teammates' personal businesses. They no longer show up in the raid search, and an attempt through an old screen is blocked too.
  • Shutting down a gang requires settling its commitments. Disbanding is blocked while there are territories or a war in progress. Deleting the last Boss's account also waits for a war to end; when allowed, it releases the territories. The blocking reasons show in the player's language.
  • Map and territory panel fixed. The count only considers active businesses, getting rid of cases like JFK showing a unit that didn't exist in the list. The “See the whole city” button is reachable above the map credits. Failures loading the economy offer a retry and don't show zero income as if it were real data.
  • More reliable purchases and collections. We fixed the problem that prevented buying businesses and properties. If the connection resends the same purchase or collection request at the Dealers, it doesn't move the money twice. A new purchase is still a new order, and simultaneous purchases respect the available stock.
  • Street names without emojis. Emojis are no longer accepted, including in names imported at sign-up. Emojis in existing names are removed automatically; each affected player gets a free name change, available in Profile and in the Vault, without spending Gold or waiting out the previous cooldown. If the removal leaves the name empty or causes a conflict, the game picks an available alternative. After using the free change, the normal price and wait apply again.
  • Gang name and tag without emojis. The rule also applies when creating or editing a gang. Existing emojis are removed; if the result can't be used, the game picks an available alternative. Each gang that had emojis in its name or tag gets one free name change and one free tag change. The Boss uses each credit in the Gang tab, with no Gold and no wait, even if a paid cooldown is already running. The free use doesn't reset that cooldown; once each field's credit is used up, its price and any previous wait apply again.
Build 4 — 09/19/2026 14:36 · 13 changes
  • Chat in your language. What other players write gets translated into your language a moment after it arrives — tap "See original" to read what was typed. Whispers too.
  • Date on every message. Each Chat line now shows the day and time — and liking a message no longer scrolls the chat to the bottom.
  • Friends list. Tap any name to add, remove or block — and to UNblock, which had nowhere to go before. Friends is in the menu.
  • Attacking businesses moved to PvP. There are now two tabs there: individual attack and business attack. Business is now only for running your own.
  • The business bonus only applies to passive income. Gear that raises business earnings now counts toward what the place brings in on its own, not what you sell over the counter. The buyer pays the same and the seller gets the same.
  • Moving house now means selling and then buying. The old Move here button replaced your property and gave you nothing back for it. Selling in Real Estate returns 75% of what the old one cost you.
  • The robbery counts what it cost. Win or lose, a card now shows the loot, the chance you actually rolled, and the fine, HP and jail when it goes wrong — instead of a single line saying you were repelled.
  • Dealer is now grouped by product. Whoever sells the same thing sits together, from cheapest to most expensive, so you can compare without opening them one by one.
  • The gang log speaks your language, and whoever gets invaded finally finds out. The war declaration now reaches BOTH gangs, and in Gang the Friday tally and the Boss's bonus say who got how much.
  • You can see who's online in the war. Both lists in City mark who's around right now — yours and theirs.
  • PvP Power hits harder in war. A landed hit now deals damage proportional to the PvP Power of whoever won the roll, so gear shortens the war instead of just deciding who hits.
  • You can see who attacked you last. Your Profile shows the last attacker and how that fight ended — and in war, each roster line says the same — so revenge has an address.
  • Every version on a single page. What's New is in the menu: what changed and when, build by build.
Build 3 — 09/15/2026 22:58 · 8 changes
  • Jail chance got cut in half. Every crime has a 50% lower chance of ending in a cell. Sentence length didn't change — only how often you catch one.
  • Favorite a crime and it stays at the top of Crimes, waiting for you instead of a scroll.
  • Reply to someone in Chat. Swipe the person's message to the LEFT to quote it, or use the ⋯ menu. Your reply shows what it's answering.
  • Like a message. Tap the heart under any line; tap again to undo.
  • Delete your own. Swipe your message to the RIGHT. It disappears for everyone and can't be undone, so we ask for confirmation.
  • The Combat Log is now the footer of PvP — and it's the full history, not just the latest fights.
  • Your My Stash became a tab inside Dealer. Buy and use on the same page, instead of going back and forth between two.
  • The menu was reordered to follow the order the game is actually played in, and ended up with two fewer items.
Build 2 — 09/14/2026 01:32 · 7 changes
  • Crime got a little safer: the jail risk when a job fails dropped by about 25%. Sentence length stays the same.
  • Dealers now have cash: the street pays 30–50% of the wholesale value you sell, depending on level. Collect on the Business page before someone attacks.
  • Dealers joined the raid list with their cash — level and defense finally protect something.
  • The Dealer page lists the highest-level dealers first.
  • No gang? Ask to join one on the Gang page and the boss or a capo will answer.
  • You can sell your property on the Real Estate page and keep 75% of what it cost.
  • Outside the top 100? The Ranking now shows your row and who's right above and below you.
Build 1 — 09/11/2026 21:31 · 6 changes
  • Turf war: one trip to the hospital and you're out of that war — no attacking and no getting attacked until it ends.
  • During the war, ANY trip to the hospital scores a point for the rival gang — a lost street fight, a raid gone wrong, a drug overdose. Using drugs mid-war is on you.
  • While the war is on, whoever is in it can't be attacked in normal PvP. It goes through the war panel.
  • PvP level band: you can now attack anyone your level or higher. Downward, the limit stays: at most 5 levels below you.
  • New in the Vault: Family Lawyer — 25 Gold to get out of jail on the spot, up to 4 times a day.
  • Found a bug? The bug icon next to Log Out sends it straight to us.