Documentation
Rules, systems, controls, and what each service actually does.
Goal
Build the biggest final bankroll before you run out of days. Final bankroll is cash + bank - debt.
Basic loop
- Check today’s market.
- Buy low-priced drugs you can carry.
- Travel to burn a day and open a new market.
- Sell when prices spike.
- Manage debt, health, heat, and coat space.
Starting a run
City
Each city has its own districts, home location, hospital, flavor messages, and price feel. Travel is always inside the selected city for the whole run.
Difficulty
Difficulty changes starting conditions and pressure. Higher difficulty means a tougher climb and less room for sloppy trading.
Game length
Choose 30, 60, or 90 days. Runs end when you use the last day; on the final day you should sell what you can, then end the game.
Trading
Market cards
Each card shows the current street price, how much you hold, and your average paid price if you are carrying that drug.
Price direction indicators compare the current price to the last time you personally saw that drug in the browser.
Buying and selling
You can only buy what your coat space and cash allow. Sell buttons stay disabled when you do not hold that drug.
Profit and loss coloring on your holdings compares current price vs your average paid cost.
Special market days
Markets can spike, crash, get flooded, or get squeezed. City flavor and local contacts can also move prices.
Travel, days, and reachability
Travel burns time
Moving to another district advances the day unless a special effect says otherwise. You cannot stay put to roll the next day.
Burner phone
The burner phone does not fire every day. When it does, it hints at a reachable next-day market in another district, not your current district staying frozen in time.
Final day
On the last day you cannot travel again. Sell what you can, settle up however you want, then use the End game button.
Risk and survival
Heat
Heat makes buy prices worse, sell prices worse, and increases cop pressure in that district.
Cops and busts
Cops can stop, chase, search, or fight you. Drug bust events can seize inventory outright. Important event outcomes also show in the log and modal popups.
Muggings
Muggings can happen while traveling. Each hired crew member reduces the chance of being mugged.
Health
You can get hurt in encounters. If your health drops too far, the run can end badly.
Services
Bank
The bank lives at your city’s home district. It only accepts clean money. Deposits earn daily interest. Withdrawals restore liquidity.
Loan shark
You can borrow or pay debt at home. Debt grows daily. If it gets too large, the loan shark can send muscle to collect.
Hospital
The hospital only exists in one district per city. Healing costs cash per hit point. You can heal partially or all the way if you can afford it.
Stash
Stashing moves drugs out of your coat into safe storage so you can carry less risk on the street.
Gear shop
Buy guns, armor, and hired muscle. Muscle helps in fights and also lowers mugging odds.
Black market
Rare items unlock utility: mobility, intelligence, stash safety, and other run-level advantages.
Persistence and progression
High scores
Scores are based on final bankroll. Only runs that make the current leaderboard cutoff will ask to save a score.
Email login
Email login stores your profile, your past runs, and your skill progression. Your email address is not used as your leaderboard name.
Skillz
Profitable days award skill points. Spend them in the Skillz tree to improve future runs. Bonuses apply when a new game starts.
Controls
Mouse / touch
Use the market cards, travel chips, and service buttons. Modal dialogs block follow-up actions until resolved.
Keyboard shortcuts
- N starts a new game from the start screen.
- E opens End game during a run.
- B opens Bank when available.
- L opens Loan shark when available.
- G opens Gear shop.
- S opens Stash when available.
Skillz
Track your runs and spend profitable-day points.