Shady Deals v0.6.0: CryptoTruck
Added 2025-05-25 14:41:40 +0000 UTCThe v0.6 update mainly focuses on expanding two features that used to be pretty lame: Crypto and Cars. Well, I’m not gonna claim their expansion is something nobody would call lame - but at least now they’ve got some progression and actual links to other parts of the game.
Changelog
Crypto system overhaul:
The mining farm is no longer just a passive money laundering tool. Now, it actually mints (in-game, of course) crypto coins for every successful cycle. There are five different coins.
You can trade your crypto for clean cash on a new PC page: the Crypto Exchange.
Each coin has its own upper and lower price limits.
Prices for each coin change daily - and each one moves differently.
Every coin has its pros and cons: some mint quickly but are volatile, others are more stable but slower. A few can be traded in bulk without heavy losses from dumping, whereas others are much more sensitive to each trade. And some are easy to manipulate with your actions, while others don’t react to player activity at all.
For example, CartCoin (CTC$) - the Cartel’s coin - can be boosted by trading with the Distributor. But its price tanks if you pull a heist on their warehouse or trade on the Landing Strip.
There’s an in-game hint that explains all the coin types in detail, of course. I’ve learned from my mistakes.
Also, all orders on the Landing Strip now have crypto investors. Completing these orders will raise the value of the investors’ coins on the exchange.
Mining
You can choose which coin your farm will focus on minting. Slower coins require up to 3 kits’ worth of power daily, while faster ones can be minted using just a single kit. And yes, you can only focus on one coin at a time. Maybe i’ll add more flexible mining options later.
Farm maintenance now costs dirty money - and quite a hefty amount. You can still pay with clean cash, but the “laundering” aspect remains.
The mining farm now has a wear stat. If wear reaches 100%, you’ll lose a mining kit.
To prevent farm condition loss, you can hire Hardware Engineers NPC as a technicians who maintain your farm. Each technician can handle 5-6 farms. The maximum number of technicians you can hire depends on your basement size.
And, well, you can now remove extra kits from your farming setup if the such need arises.
Cars collections and cars dismantle.
There are now 8 types of car collections - basically shipments of different cars.
Car collections boost the price of the cars included by 75%.
You don’t craft these collections though, you just need to have the required cars in your garage to sell the collection to Romano.
A new NPC job has been added: Mechanic. You can hire mechanics to work in your garage, where they’ll dismantle cars. The maximum number of mechanics you can hire depends on your garage size.
Car dismantling uses a priority system that you can configure in the garage by assigning numbers in the funny priority numberboxes.
Setting a priority determines the order in which your mechanics will dismantle vehicles. If a vehicle type has a higher priority than others and it's available in the garage, it will be dismantled first. If the highest-priority vehicle isn't available, the next one in line will be selected. If multiple vehicle types share the same priority and are present in the garage, one will be chosen at random. If a vehicle type has a priority of 0 or lower, it won't be dismantled at all.
Dismantling will yield electronic components and some clean cash from selling extra parts.
You need to buy a specific garage upgrade before you can start dismantling cars.
Other implementations:
New gang position: Booster. This is the person who handles everything related to car theft. Well, basically just car theft... Any thief can be assigned as a Booster, but their driving skill determines how quickly they can stalk and steal cars. Like all gang members, Boosters improve their skills passively over time - in their case, it’s their driving skill that gets better.
"Gloryhole booths" upgrade for the player’s nightclub. You can assign up to five girls to work there, and their earnings will depend solely on the club’s popularity. Naturally, this upgrade adds a new scene. The amount of gloryhole media was also expanded.
New crew interaction: you can now ask any of your girls to "work" with someone from your gang. You may join the fun as well. This option includes a set of new FFM scene variations specifically for it with some "default" set expansion. Using it will slightly boost gang morale, once every three days.
A few new “useless” gigs. Among them, there’s one that can lead to a new kinky outcome: a roleplay scene where you act as a submissive. It’s a “safe” variation of an upcoming event that might trigger when your faction heat hits the max - this version skips the escape mechanics. For now, the scene segments themselves are randomized, but the descriptions aren't - I plan to add proper randomization later, once I get to the full faction version of that event. Also, I hoped it would look better in the final version, but honestly, the “safe” version turned out kinda... dull. Feels like a porn gallery. Oh well.
Other changes:
Slightly updated the sidebar variation that appears during naughty events.
The “REC” animation will no longer appear during events that aren’t being recorded.
The “Total result” for money in the EndDay screen will now turn red if it’s negative.
You can no longer stash your cars in the mafia’s inventory.
Electronic components are now much pricier because there are more alternatives to obtain them.
You can now see your accomplices’ driving skill in the contacts list.
Car prices have been changed. They still scale with the player’s cunning, but the system is now more streamlined and divided into tiers.
All gang members with assigned positions now require a basic gang member payment in addition to their job-specific payment.
Fix:
Now cheat for cunning actually boosts your cunning. Marvelous.
In the pipe
I’ve decided to push some of the planned changes into upcoming patch versions, since this update already took quite a bit of time. These will include:
Whiteboard UI.
Some UI tweaks for the Cryptocurrency Exchange (yeah, I didn’t have enough time to make it look decent right away), the hacker’s den, and the nightclub’s upgrade list.
A few new hints in the red phone.
Some minor QoL thingies.
As for the next update… well, I’ll probably write up a proper roadmap in a few days to explain all my plans - that should make things much clearer. I’ve got a fairly detailed idea list buried in my schizo-"design doc", I just need to spread it out across a somewhat realistic update timeline.
Comments
I accidentally named the variable for ctc sells as cvc, oops. I’ll fix that in the next patch, thanks for the report.
ShadyDude(VeryShady)
2025-05-26 08:04:10 +0000 UTCWhy am i unable to sell coins sometimes, trying to sell ctc but i keep getting a notification that says "nuh-uh"?
Vic
2025-05-26 07:31:27 +0000 UTC