Shady Deals v0.9.4
FileOnly: Mega Pixeldrain Mixdrop Gofile
Merged the phone UI from v0.10:
- Added ability to hide the phone.
- Improved UI scaling for smaller screens.
FileOnly: Mega Pixeldrain Mixdrop Gofile
Merged the phone UI from v0.10:
- Added ability to hide the phone.
- Improved UI scaling for smaller screens.
The main thing I’ve been working on for the last couple of days is the statistics. Most important variable changes in the game are already handled through macros, so it wasn’t very hard to implement - just monotonous to check everything. Not the most exciting thing, I know, but the earlier I deal with it, the better.
The second big feature in this update will be the camshows business. I want to implement a minigame around it as an early-game job and also make it a somewhat easy and reliable profit-maker once you take over this biz. I’m still working on it, so I’m not going to share too many details yet since it’s all subject to change. But it won’t just be a straight "girl’s charm equals money" trade. There’ll be an option to choose between different sponsorships, and each one will give you different rewards when your camgirls reach certain milestones. Everything earned during the camshows themselves will go to the performers, including the player, yeah. However, that’s not the case for debtors, whom you can offer to work for you in this fine enterprise.


Other than that, there are a few QoL and misc changes inbound, namely:
Ability to set mechanics to keep X amount of vehicles in stock.
Ability to set loaders to create shipments while keeping X amount of resources in stock.
Rebalance of debtors: there won’t be much reason to use them for camshows in the way they are right now. I want to make it so that low-wealth debtors won’t be very profitable for you, but you’ll gain an alternative for them in camshows. And this way i can also straight-up increase potential debt sizes.
Ability for scouts to dig up dirt on NPCs for blackmail material.
Also, i still want to finish implementing additional ways of getting rid of NPCs from your contact list through "bad" interactions with them. Not on my priority list though.
Overall, I hope to finish it by 19/07.
2025-07-15 13:07:33 +0000 UTC View Postv0.9.3:
Changes:
Now, if a cryptocurrency price drops too much, it will have much higher daily volatility. This should prevent a coin from staying dumped for too long. Though it’s still not guaranteed that the price will return to "normal", especially for lower-tier coins.
Added the phone widget to all "Home" passages.
Fixes:
Removed debug text that had been sitting in the game since v0.1 lmao.
Fixed the description for the gang heat event where they’re blocking the entrance to their hq.
Fixed an issue where you could answer the same call infinitely.
v0.9.2:
New implementation:
Added the ability to set your hooks to look out for girls on the whiteboard.
Changes:
Slightly updated the UI of the “Girls” tab on the whiteboard. The list of girls is now grouped by their working locations.
Buffed brothel income by 25% and sluts’ income by 15%.
Fix:
Fixed a broken setter for NPCs marriage status.
v0.9.1:
New implementation:
Added the ability to delegate all drug-related calls to your steroid and drug dealers on the whiteboard. These calls will be auto-resolved, though your dealers won’t attempt to upsell beyond the initial offer.
Changes:
Adjusted male NPC stats in Downtown’s bar, it should now be mostly junkies hanging around.
Slightly readjusted female NPCs across all of Downtown to match the changes.
Fixes:
Fixed an issue where you couldn’t remove the entrance block set by the Gangs.
Fixed a broken link in the passage where you persuade your companion to have a threesome during a femNPC call event.
Full: Gofile Pixeldrain
FileOnly: Gofile Pixeldrain
Web (direct download links are on the "Credits" page)
Login: callfilters
Pass: BastAbIarTBinItH
I’m working on v0.10 rn, but i found some embarrassing debug stuff in the game and decided to push a small patch with some changes that aren’t tied to the new content, just to get rid of debug crap.
Changes:
Now, if a cryptocurrency price drops too much, it will have much higher daily volatility. This should prevent a coin from staying dumped for too long. Though it’s still not guaranteed that the price will return to "normal", especially for lower-tier coins.
Added the phone widget to all "Home" passages.
Fixes:
Removed debug text that had been sitting in the game since v0.1 lmao.
Fixed the description for the gang heat event where they’re blocking the entrance to their hq.
Fixed an issue where you could answer the same call infinitely.
Full: Pixeldrain Gofile
FileOnly: Pixeldrain Gofile
Web (direct download links are on the "Credits" page)
Login: callfilters
Pass: BastAbIarTBinItH
I found the culprit behind a pretty annoying bug that was disabling some stuff in the game. Well, it was kind of expected - i refactored a lot of NPC related stuff because of filters. Anyway, rip bug.
New implementation:
Added the ability to set your hooks to look out for girls on the whiteboard.
Changes:
Slightly updated the UI of the “Girls” tab on the whiteboard. The list of girls is now grouped by their working locations.
Buffed brothel income by 25% and sluts’ income by 15%.
Fix:
Fixed a broken setter for NPCs marriage status.
FileOnly (for those updating from v0.9.0): Pixeldrain Gofile
Web (direct download links are on the "Credits" page)
Login: callfilters
Pass: BastAbIarTBinItH
New implementation:
Added the ability to delegate all drug-related calls to your steroid and drug dealers on the whiteboard. These calls will be auto-resolved, though your dealers won’t attempt to upsell beyond the initial offer.
Changes:
Adjusted male NPC stats in Downtown’s bar, it should now be mostly junkies hanging around.
Slightly readjusted female NPCs across all of Downtown to match the changes.
Fixes:
Fixed an issue where you couldn’t remove the entrance block set by the Gangs.
Fixed a broken link in the passage where you persuade your companion to have a threesome during a femNPC call event.
Public release is scheduled for 15/07.
Patreon: Big Shot, Hustler (scheduled for 08/07).
v0.9 is all about NPCs and new interactions with them. There’s a short debrief and a few screenshots of this patch in the progress update post. (i love tautology)
Phone - the main feature of this update.
You’ll now see a new smartphone-shaped black screen on the right side of the "Home" passage. Every day, this weird rectangle will display different news.
There’s a lot of “useless” news, plus 10 crypto-related updates - 2 for each coin, one negative and one positive. Crypto news will affect prices accordingly.
Starting from 17:00, you’ll begin receiving calls from your contacts.
Anyone depraved enough might try to buy a bunch of drugs directly from you. In return, you’ll have the option to bullshit this narc into buying more than they wanted.
Anyone poor enough might try to borrow some money from you, becoming a debtor. You can lend them either dirty or clean money. They’ll offer 25% more cash in return, but there’s also an option to pressure them and push that number higher. Additionally, if a potential debtor can be employed (like being a mechanic, chemist, etc.), you’ll have the option to offer them a job instead.
Both of these options scale with the player’s rep.
Besides that, NPCs can call you just to hang out.
There are three possible hangout locations for male NPCs: bar, park, and nightclub.
And two possible hangout locations for female NPCs: bar and nightclub.
Of course, any "call event" can end up in your bedroom. It’s a slightly more natural way to initiate "default" sex scenes with NPCs.
Beyond that, the park and nightclub each have special scenes. The nightclub event is triggered randomly: if you go there with a guy, he might run into his buddy; if you go with a girl, someone bold might try to pick up both of you.
All these events involve Cunning and Charm skill checks. Lustful NPCs won’t have high requirements for these checks, naturally. But the main purpose of these checks is to make them, well... lustful, anyway.
Only NPCs you haven't talked to yet that day can call.
And yes, there’s an option to set up an ignore list in the "Contacts" tab.
The second main feature is filtering for new potential contacts.
You can set up your filters on the "Stats" page. These include:
Traits
Jobs
Relationship status (single or not)
Wealth level
All stats
Rate
By setting these filters, you’ll enable highlighting for the chosen attributes. If an NPC meets your criteria, the attribute will be highlighted in green; otherwise, in red. You can reset the filters at any time to stop highlighting anything.
Other Changes:
The gym upgrade now provides +10 daily health regen. It's also 20% cheaper.
All possible NPC services are now available from debtors in return for lowering their debt. For example, a writer can write a story, a chemist can sell some chems, etc.
The log now scrolls from top to bottom.
The cooking UI has been slightly redone: buttons now display the currently held amounts of chems and "wares".
Crypto has been slightly rebalanced (again): prices decrease more slowly after each transaction.
The maximum number of debtors has been changed; now, each tier of reputation affects this number.
Expanded the threesome scene in the suburbs, since i've added a new type of media for mfm threesomes in the nightclub “call event,” and it would’ve been a shame not to use it elsewhere.
Some new media for outdoor activities and mfm, cuz, well, there’s more of that now.
Fixes:
Fixed the ability to infinitely search for a new dealer in the dark alleys.
Clamped all player depravity gains so it won’t reset.
"Offended" NPCs will no longer gain any friendship points.
Whew. Well, there are still a few things missing, but i think most of the main gameloop features are done. There’s still a lot of polishing and expanding to do, though.
Anyway, i'm still sticking to the roadmap. I want to wrap up the stats fast and then do a few purely content updates, without introducing entirely new features.
Also, i haven't finished the "bad" interactions with NPCs yet. I’ll prolly roll those out in patches.
2025-07-05 02:47:29 +0000 UTC View PostI'm going to change how i do progress reports, since i always end up tweaking the "preliminary" changelogs in sneak peeks anyway. I'd rather switch to shorter, easier-to-read posts about upcoming updates.
v0.9 will focus entirely on the new "phone" feature and NPC interactions (again). Also, I finally figured out a workable design for the "NPC filtering" system i’ve been wanting to add for ages after someone suggested one on the forums. Cuz, you know, searching for NPCs is a huge part of the gameplay loop - and it could definitely be much smoother.
So, about the phone:

The phone will act as your daily newsletter. It’ll include plenty of totally useless text (my beloved) and news updates about crypto. Each cryptocurrency will have one possible positive and one possible negative event in the news that can affect its price.
The second feature of the phone is the ability to receive calls from NPCs who aren’t on your ignore list. And yes - you’ll be able to manage your contacts and decide who to ignore by just setting a check in the contact list.

There are a few rules for calls: you can only receive up to 4 calls per day, and you won’t get calls from NPCs you’ve already talked to that same day. Also, new calls only come in during the evening.
Answering a call will launch an event with that NPC. I’m still working on these events, so things might shift around a bit, but at the basic level, there’ll be at least 3 events involving male NPCs (in the bar, nightclub, and park) and 2 events with female NPCs (in the bar and nightclub).
Each event will have several variations depending on the NPC’s depravity, and you’ll be able to influence that depravity during the events.
Aside from these set events, any NPC with low wealth and high depravity might call you to ask for money or a dose. You’ll also have opportunities to persuade them to go further.
Also-also, I’m not sure how the phone feature will actually look on mobile devices. I’ll test it once i’m done with the planned features. Depending on how it goes, I might add an option to move everything into the sidebar. Maybe.
And that’s all for now about the phone. This addition should help diversify the core gameplay loop around finding new crew members and workers.
The next big feature is the filtering system:

Well, nothing to say here, you can see everything on the screenshots.
I’m still not sure if those green/red highlights look good visually, but you can always turn them off by setting all filters to zero.
This small-ish addition ended up costing me quite a decent refactor of the NPC creation and meeting code. I hope i haven’t broken anything, still testing it.
I’m finishing up the writing - that’s mostly what’s left for this update.
If there’s enough time right before the “deadline,” i’d also like to squeeze in a few more “bad” interactions with NPCs, like the ability to rob their homes (by seducing them) or just straight-up extort them.
I might add triggers all over the game to push contextual news to the phone. I just haven’t given it much thought yet.
I’m also working on code optimization. I’m not gonna bore you with line-by-line details, but my goal is to make the late-game EndDay passage run faster and load more smoothly. That’s more of a long-term plan, though.
There are also a few fixes and minor changes that aren’t really that important, but yeah.
That’s it for now. I’m aiming to release everything by 05/07.
2025-07-01 10:09:10 +0000 UTC View Postv0.8.1:
Changes:
Tripled the amount of flat daily health regeneration.
Added gang commentaries about the MC’s enterprises.
Added hints to all "useful" NPCs (who aren’t befriended yet) indicating they might have some utility.
Fix:
Fixed a broken "if" in the bar that could incorrectly trigger a fight event.
Web (direct download links are on the "Credits" page)
Login: shippingrumours
Pass: HANtiCieLvonTERiANticS
Thank you all for your support!
Changelog for v0.8.1:
Changes:
Tripled the amount of flat daily health regeneration.
Added gang commentaries about the MC’s enterprises.
Added hints to all "useful" NPCs (who aren’t befriended yet) indicating they might have some utility.
Fix:
Fixed a broken "if" in the bar that could incorrectly trigger a fight event.
Public release is scheduled for 01.07.
Patreon release: Big Shot, Hustler (available from 24.06).
v0.8 adds more reactivity to the player’s actions, lots of QoL improvements, and some logic to the game... It doesn’t have a specific theme this time, so honestly, there’s not much to say in the synopsis. Just check out the changelog.
You can also check out the sneak peek for a few screenshots and some of my thoughts about this update.
New Implementations:
During a gang war, you might get attacked by enemy goons on their turf (once per day). Unlike regular gang heat events, you can’t just walk away - you’ll have to either seduce or fight your way out. The result will increase or decrease war progress and heat accordingly.
Captured gangs can rebel during a general heat event if your gang morale drops too low (below 20). This has a priority over usual heat events.
You can now hire loaders for your warehouse - they’ll pack shipments automatically. You can also set up priorities for each shipment type.
It's now possible to hire any type of worker (farmer, mechanic, crypto technician, loader, chemist). There’s a good chance to spot a “Looking for work” ad on Gig.gles, which lists the worker type and a one-time hiring fee.
Keybindings for fast travel are now available and can be configured in the Settings menu.
Health is now a dedicated stat. Max health still scales with traits, but your current health now persists between fights and events and can only be restored by sleeping. The more stamina you have at the end of the day, the more health you’ll recover. And yes, rough sex or harmful events can reduce your health outside of combat.
Commentaries from your gang members. There’s always someone hanging around your home, and you can also run into your crew on captured turfs. Right now, they mostly comment on your traits and throw out some useless chatter.
If they start commenting on your naughty adventures, it might lead to special interactions with them. But if you ignore these moments, your gang’s morale will drop slightly. Boss types like "The Boss" and "Crime Legend" are immune to those morale hits. These events has cooldowns. At the moment, only commentaries about traits earned from serving randos from the other side, "bleach 404" jobs, and backdoor action have follow-up events. Only the commentaries that happen at home can actually lead to something.
Changes:
The depravity and morale impact of giving drugs/aphrodisiacs to NPCs has been increased 3x - temporarily. This will be rebalanced in v0.9 once more ways to affect NPCs will be added.
All gang types now reduce morale by 1 instead of 2.
Added "loader" NPCs to Downtown and Suburbs.
More drug and steroid dealer slots unlocked for each captured turf. Reduced their heat too.
Now, to create a gang, you need to have 3 handguns in your inventory - not in your stash. I originally planned to remove the stash entirely, but it currently serves as the way to distribute drugs to your drug and steroid dealers. I want to keep that small micromanagement aspect in the game.
Buffed the "Mastermind" boss type, now it gives 3 points to Cunning.
Added more media for outdoor and car scenes. The pool event also got a kinkier variation, since one of the new gang commentary events can happen there too - so figured, why not add a little extra.
Money icon now changes depending on amount of... well... money.
Gang leaders will also have some special lines if your heat with their gang gets too high.
Fix:
Stats gained from cheating are now persist between days.
Sticking to the roadmap, i.e. "NPC Interactions 2".
2025-06-21 15:24:02 +0000 UTC View Postv0.8 is coming out as an update without a specific theme. Initially, i planned to focus it mostly on gang war, but after some playtesting I realized that the constantly triggered gang heat events already provide enough to do during the capturing process. So, this update is mostly about various additions that (hopefully) improve replayability and make the game loop less tedious. Well... maybe the health changes might actually make things a bit more annoying - but at least they make a lot more sense now.


New Implementations:
During a gang war, you might get attacked by enemy goons on their turf (once per day). Unlike regular gang heat events, you can’t just walk away - you’ll have to either seduce or fight your way out. The result will increase or decrease war progress and heat accordingly.
Captured gangs can rebel during a general heat event if your gang morale drops too low (below 20).
You can now hire loaders for your warehouse - they’ll pack shipments automatically. You can also set up priorities for each shipment type.
It's now possible to hire any type of worker (farmer, mechanic, crypto technician, loader, chemist). There’s a good chance to spot a “Looking for work” ad on Gig.gles, which lists the worker type and a one-time hiring fee.
Keybindings for fast travel are now available and can be configured in the Settings menu.
Health is now a dedicated stat. Max health still scales with traits, but your current health now persists between fights and events and can only be restored by sleeping. The more stamina you have at the end of the day, the more health you’ll recover. And yes, rough sex or harmful events can reduce your health outside of combat.
Changes:
The depravity and morale impact of giving drugs/aphrodisiacs to NPCs has been increased 3x - temporarily. This will be rebalanced in v0.9 once more ways to affect NPCs will be added.
All gang types now reduce morale by 1 instead of 2, but more morale-draining events will be introduced.
Added "loader" NPCs to Downtown and Suburbs.
More drug and steroid dealer slots unlocked for each captured turf. Reduced their heat too.
Now, to create a gang, you need to have 3 handguns in your inventory - not in your stash. I originally planned to remove the stash entirely, but it currently serves as the way to distribute drugs to your drug and steroid dealers. I want to keep that small micromanagement aspect in the game.
Fix:
Stats gained from cheating are now persist between days.
Ew, that’s a smaller changelog than usual, huh. Most of the time went into implementing loaders - hiring, daily packing progress, payments, the priority system that checks all available resources in your inventory, tie-breaking randomness when multiple shipment types share the same priority, etc. The health rework and stash removal also made me revisit a bunch of older stuff and systems to properly integrate changes. And a significant part of the development time actually went into the v0.7 patches.
But hey - who really cares why it took so long, right? It is what it is. And maybe I was just pouring too much water into previous changelogs anyway.
What's left to do before the release?
I still need to finish a system that checks whether gang job slots are overfilled if a turf gets recaptured (to avoid leftover workers in limbo).
Add special yapping from gang leaders when your heat with their gang gets too high.
Add a money icon that scales visually depending on how much cash you have.
Event where a gang member spots you dressed like a slut while you're out on the street - ignoring them might lower gang morale (with cooldown, of course). I want to add at least a few events like this soon, since daily morale change now is lower and not enough organic ways to decrease it - which you need for turf recapture to happen.
Slightly more media for car/outdoors sex, since most of the recent content is in that theme anyway. There’ll also finally be more ways to trigger these events outside of a few specific fail states.
I’m planning to finish everything by June 21, probably in the evening. Might move some of the unfinished stuff to post-release patching.
2025-06-19 14:49:01 +0000 UTC View PostAlso, most likely i'll post a sneak peek of v0.8 on 19.06. I ended up wasting a LOT of time on implementing automatic shipment creation with priority handling and specific item amount transfers, so the update might be slightly postponed. Or maybe i'll just release it as-is with the main features and leave the other sidestuff for later. At least there aren't any more big QoL things left to add... right?
v0.7.2:
New implementations:
You can now transfer a specific amount of items from your inventory.
All discard actions now use a discard pile, which will be cleared when you leave the page.
Boosters can now be assigned to target a specific car. This doesn’t guarantee success - there’s a 50% chance they’ll actually find the selected vehicle.
Changes:
Removed some redundant tabs from the warehouse. The cargo list has been moved to the “Shipments menu" and warehouse pages are now sticky and will remember the last opened tab.
Raised the ceiling prices for all cryptocurrencies by 40-80%. Also increased their daily price fluctuation range - though positive changes are still more likely than negative ones.
Reduced the required mining progress for all coins except CVC: CTC - 200%, GBT - 150%, KSH - 100%, RFC - 75%.
Fix:
Number NaN because of crypto maintenance.
v0.7.1:
Change:
You can now see the number of gang members assigned to each role directly on the Whiteboard, no need to open the spoiler.
Fixes:
Fixed broken link after winning against bikers during heat resolution.
Gang event with Slick Trick could be triggered even if Downtown wasn't captured.
Missing lab description after buying the market upgrade.
Red phone hint now includes the missing Racing skill.
Fixed a typo in the warehouse drug shipment crafting menu.
It was possible to hire more chemists than the limit when hiring the woman.
Full: Pixeldrain
File Only: Pixeldrain Mega
Web (direct download links are on the "Credits" page)
Login: personal_heat
Pass: OGLElEAStanKiNERDOW
Edit: added another fix to the both web versions and public.
New implementations:
You can now transfer a specific amount of items from your inventory.
All discard actions now use a discard pile, which will be cleared when you leave the page.
Boosters can now be assigned to target a specific car. This doesn’t guarantee success - there’s a 50% chance they’ll actually find the selected vehicle.
Changes:
Removed some redundant tabs from the warehouse. The cargo list has been moved to the “Shipments menu" and warehouse pages are now sticky and will remember the last opened tab.
Raised the ceiling prices for all cryptocurrencies by 40-80%. Also increased their daily price fluctuation range - though positive changes are still more likely than negative ones.
Reduced the required mining progress for all coins except CVC: CTC - 200%, GBT - 150%, KSH - 100%, RFC - 75%.
Fix:
Number NaN because of crypto maintenance.
Full: Pixeldrain
File Only: Pixeldrain Mega
Web (direct download links are on the "Credits" page)
Login: personal_heat
Pass: OGLElEAStanKiNERDOW
Small hotfix patch based on feedback + one little change.
Tried to track down a weird bug where gang slots might get locked after a heat event that dumps a bunch of people in jail… and failed. On the bright side, I finally noticed what the whiteboard was still missing - both for testing and general usability.
Change:
You can now see the number of gang members assigned to each role directly on the Whiteboard, no need to open the spoiler.
Fixes:
Fixed broken link after winning against bikers during heat resolution.
Gang event with Slick Trick could be triggered even if Downtown wasn't captured.
Missing lab description after buying the market upgrade.
Red phone hint now includes the missing Racing skill.
Fixed a typo in the warehouse drug shipment crafting menu.
It was possible to hire more chemists than the limit when hiring the woman.
Most likely i’ll do another patch based on the recent feedback, and then start working on the war expansion.
2025-06-10 05:49:22 +0000 UTC View PostWeb (direct download links are on the "Credits" page)
Login: personal_heat
Pass: OGLElEAStanKiNERDOW
Hey-hey people. I’m done with whatever stuff I had going on over the weekend, so now i'm back to fixing and patching v0.7. I’ll upload something tomorrow.
2025-06-09 13:01:47 +0000 UTC View Postv0.7 is kind of a “cleanup” update - lots of balancing changes, fixes, and some QoL stuff. Most of the new content is basically hidden behind fail-states, which you’re not really supposed to trigger that often. So yeah, it’s more of a “transition” update.
You can check some of the screenshots in the sneak peek!
Faction Heat
Starting with v0.7, each gang now has its own heat level. It’s a hidden stat - you’ll only see a rough description of your standing in the “Competitors” tab on the whiteboard.
Doing illegal stuff on turf you don’t own will raise heat with the gang that controls it.
Any meaningful interaction with gang leaders (like trading with the Distributor) will reduce heat. That includes naughty interactions, yes.
During turf war, your heat with the enemy gang ramps up fast.
Faction heat also decreases slightly each day, with the reduction scaling based on your reputation.
Your coin washers, boosters, racketeers and thieves will now randomly increase heat a bit if they end up working on another gang’s turf. (At first, I planned to let you assign turf for each worker manually, but ditched that because it turned into unnecessary micromanagement.)
Dampers, on the other hand, will reduce one random faction heat type in addition to lowering general heat.
Labs and moonshine trailers will increase heat specifically with Bikers.
You can also now send gifts (money, or weapon/jewelry shipments) to any gang once a week to help reduce tension.
What happens when you hit the spoopy heat threshold?
Here’s what each faction can do:
Gangs: Can block your racketeers or coin washers.
Mafia: Can block your car boosters.
Bikers: Can block your lab or moonshine trailer.
Cartel: Can block your warehouse or thieves.
All factions can block the entrance to their HQ.
The heat event trigger checks your current status (whether you already have a gang or not) and owned properties (like labs or trailers) to decide which blocking event will be in a pull of events.
Only one active block per faction can be in place at a time. But: heat keeps stacking, even while an event is active - so once you resolve it, another one might follow shortly if your heat’s still high (tho i doubt that this can happen if you're not at war for the turf).
To resolve a block, you’ll need to visit the specific location (listed both in the heat event description and on the whiteboard) and confront whoever’s interfering with your operation. There are two ways to deal with it:
Pay them off - the cost scales with your reputation, and you might get a discount if you pass a charm check. Each faction has its own short scene for this, but they're relatively small compared to others.
Fight the "blocker" directly. Unless it’s an HQ entrance block.
Also, if your gang strength is way higher than the faction blocking you, you can just send someone to handle it for you. Idk why you haven’t taken their turf already at that point, but you do you.
Other stuff:
New "Workers" tab on the whiteboard. It now lists all non-accomplice crew members: mechanics, crypto technicians, chemists, taxman and moonshiners. More importantly, you’ll find hints on where to find NPCs with the right job backgrounds and how to unlock the necessary equipment or enterprises.
A new trait you can get by selling crypto. It boosts your Cunning. Different coins give different amounts of experience.
All clothes in your possession will now be auto-sorted by slot - from neck to misc.
UI:
A new Whiteboard UI with a few tweaks:
Moved the Journal and list of Strange Notes to the Bedroom passage.
The button for the sabotage menu now changes depending on your current sabotage status (yay).
Ability to access your accomplices list directly from the Whiteboard.
Pre-gang whiteboard has been changed too, now it'll highlight completed tasks in green and uncompleted in yellow.
New UI for the nightclub’s "Upgrade" menu.
Replaced the “something new” text on the PC with an icon.
Money gains and losses are now colorized for all businesses and all the stuff on the whiteboard, as well as heat gains.
Other changes:
Added detailed messages explaining why you can’t recruit certain girls to your crew (if you can’t).
Removed the ability to buy stolen wheels from the Auto Center (I forgot to remove this when I added car collections).
End of Day logic reshuffled:
Coin washers now work at the very end, so if you’re low on dirty cash, you still have a chance to launder what your racketeers earned.
Dampers now operate after everyone else.
Added chauffeur’s cheeky commentary activation checks to every spot I forgot to earlier.
Added a new hint to the red phone about how to get your crew out of jail.
Swapped out some leftover low-ql media and threw in a few new vids here and there.
Balancing changes:
Mostly aimed at making things easier. My critical thinking clearly wasn’t enough to realize how slow everything was progressing in the game - mostly because my test playthroughs were done in the most "efficient" ways, duh.
Decreased the cost of the nightclub by 33%.
Increased turf capturing speed by 33%, and reduced both the initial and maximum possible strength range for competitor gangs by 15%.
Reduced potential heat gain from burglary, auto theft, and personal drug sales by 25%, 15%, and 33%, respectively.
Decreased the price of the one-storey house by 33%, fence and pool by 50%.
Reduced the required bribe to get your crew out of jail by 80%.
Fixes:
Fixed broken </span> tag for heavy car collection.
Fixed the issue where no time was being consumed when selling car collections.
Fixed an issue where discarding clothing always removed the last item in the wardrobe.
Fixed missing event description when getting info about gang locations at the downtown nightclub.
Fixed incorrect item being sold in the Gangs shop.
Fixed broken display of the right-hand's name during the introductory gang meeting.
Sticking to the roadmap.
Next up is the turf war extension. After that, a few more streamlining changes and UI tweaks, and i’ll shift focus to the smut stuff.
2025-06-06 06:21:51 +0000 UTC View PostThe v0.7 update is a weird one.
It’s all about faction heat - basically, a big pile of new fail-states added to the game. I got some negative feedback the last time I introduced fail-states (when generic heat was added), even though the heat events weren’t fully working back then lmao. So this time, I tried to make it not oppressive, like, at all. In a normal playthrough, most players probably won’t run into many of the new heat events, except maybe during turf war. And, well, turf war is something that i want to try to flesh out in the next update.
Anyway, i think it’s an important part of how the game progresses.



Faction Heat
Starting with v0.7, each gang now has its own heat level. It’s a hidden stat - you’ll only see a rough description of your standing in the “Competitors” tab on the whiteboard.
Doing illegal stuff on turf you don’t own will raise heat with the gang that controls it.
Any meaningful interaction with gang leaders (like trading with the Distributor) will reduce heat. That includes naughty interactions, yes.
During turf war, your heat with the enemy gang ramps up fast.
Faction heat also decreases slightly each day, with the reduction scaling based on your reputation.
Your coin washers, boosters, hooks, racketeers, and thieves will now randomly increase heat a bit if they end up working on another gang’s turf. (At first, I planned to let you assign turf for each worker manually, but ditched that because it turned into unnecessary micromanagement.)
Dampers, on the other hand, will reduce one random faction heat type in addition to lowering general heat.
Labs and moonshine trailers will increase heat specifically with Bikers.
You can also now send gifts (money, or weapon/jewelry shipments) to any gang once a week to help reduce tension.
What happens when you hit the spoopy heat threshold?
Here’s what each faction can do:
Gangs: Can block your racketeers or coin washers.
Mafia: Can block your car boosters.
Bikers: Can block your lab or moonshine trailer.
Cartel: Can block your warehouse or thieves.
All factions can block the entrance to their HQ.
The heat event trigger checks your current status (whether you already have a gang or not) and owned properties (like labs or trailers) to decide which blocking event will be in a pull of events.
Only one active block per faction can be in place at a time. But: heat keeps stacking, even while an event is active - so once you resolve it, another one might follow shortly if your heat’s still high (tho i doubt that this can happen if you're not at war for the turf).
To resolve a block, you’ll need to visit the specific location (listed both in the heat event description and on the whiteboard) and confront whoever’s interfering with your operation. There are two ways to deal with it:
Pay them off - the cost scales with your reputation, and you might get a discount if you pass a charm check. Each faction has its own short scene for this, but they're relatively small compared to others.
Fight the "blocker" directly. Unless it’s an HQ entrance block.
Also, if your gang strength is way higher than the faction blocking you, you can just send someone to handle it for you. Idk why you haven’t taken their turf already at that point, but you do you.
Other stuff:
New "Workers" tab on the whiteboard. It now lists all non-accomplice crew members: mechanics, crypto technicians, chemists, taxman and moonshiners. More importantly, you’ll find hints on where to find NPCs with the right job backgrounds and how to unlock the necessary equipment or enterprises.
Other changes:
Decreased the cost of the nightclub by 33%.
Increased the speed of turf capturing.
Decreased the initial strength of gangs.
A new Whiteboard UI with a few tweaks:
Moved the Journal and list of Strange Notes to the Bedroom passage.
The button for the sabotage menu now changes depending on your current sabotage status (yay).
New UI for the nightclub’s "Upgrade" menu.
Added detailed messages explaining why you can’t recruit certain girls to your crew (if you can’t).
Removed the ability to buy stolen wheels from the Auto Center (I forgot to remove this when I added car collections).
End of Day logic reshuffled:
Coin washers now work at the very end, so if you’re low on dirty cash, you still have a chance to launder what your racketeers earned.
Dampers now operate after everyone else.
Added chauffeur’s cheeky commentary activation checks to every spot I forgot to earlier.
Fixes:
Fixed broken </span> tag for heavy car collection.
Fixed the issue where no time was being consumed when selling car collections.
If you’ve read my previous changelogs, you might recall I planned to add a captivity event as part of the faction heat system. After some thought, I’ve decided to scrap this idea for now.
Main reasons:
I wasn’t sure how to trigger it properly without it becoming too annoying if it appeared multiple times as a random heat event.
I couldn’t come up with a resolution that didn’t feel silly or too random.
There might be potential issues with Patreon content guidelines.
For now, this event will only exist as a random gig. Later on, i think i'll expand it and include it as a separate job opportunity for the MC somewhere else.
Also, speaking of Patreon's content guidelines, i'll slightly change the initiation of events with debtors in this update.
Other than that, i still have a few things to add before release. I’ll expand the media for outdoor “activities” since most of the new events happen outside. I’m also planning to add a few more traits, maybe another smut event, and I’ll take a look at the clothing system - it definitely needs at least some basic sorting.
I’ll be busy on the weekends, so I’m planning to release the update on Friday even if I haven’t finished all the side-objective stuff yet.
2025-06-04 06:35:14 +0000 UTC View Postv0.6.2 changelog:
New implementations:
New gang type that reduces electricity bills for cryptomining farms by 40%.
New nightclub event for the "Enjoy the atmosphere" action - you might get approached by a crypto enthusiast that will try to sell you his coins.
Changes:
Gig rewards can now include a random cryptocurrency. I tried to balance it relative to the money rewards by averaging coin prices.
Buffed the "PR Department" gang type - it now reduces heat by up to 40%.
Slight balance tweaks to weapon and item gigs: they now give slightly less money at high rep.
Fix:
Fixed a number NaN on the NewDay page when passing the day with a turned-off crypto farm.
v0.6.1 changelog:
Fixes:
You couldn’t sell CTC$ on the crypto exchange.
You couldn’t unlock mechanics on new saves - workbenches weren’t showing up because I forgot to initialize a variable (weirdly, I did remember to do it on old saves though. Duh).
Fixed a harmless but annoying error in the Distributor's scene (left an extra bracket in raw format video’s math).
Changes:
Reformatted the hacker’s den - no more blue buttons.
Added an extra description for gigs you’ve already completed.
All purchases now start from 1, not 0. Don’t ask me why I didn’t think of that when i was changing all purchases...
Forgot to “modernize” the seller at the gangs HQ - changed that too.
You can now keep looking for another dealer after buying from one at the Dark Alleys.
Added a hint about the tag list to the red phone.
Full: Pixeldrain
FileOnly: Mega Pixeldrain
Login: cryptotruck
Pass: otcHanTHedaMBeSo
New implementations:
New gang type that reduces electricity bills for cryptomining farms by 40%.
New nightclub event for the "Enjoy the atmosphere" action - you might get approached by a crypto enthusiast that will try to sell you his coins.
Changes:
Gig rewards can now include a random cryptocurrency. I tried to balance it relative to the money rewards by averaging coin prices.
Buffed the "PR Department" gang type - it now reduces heat by up to 40%.
Slight balance tweaks to weapon and item gigs: they now give slightly less money at high rep.
Fix:
Fixed a number NaN on the NewDay page when passing the day with a turned-off crypto farm.
Also, v0.6.1 changelog for "Hustler" tier patrons:
Fixes:
You couldn’t sell CTC$ on the crypto exchange.
You couldn’t unlock mechanics on new saves - workbenches weren’t showing up because I forgot to initialize a variable (weirdly, I did remember to do it on old saves though. Duh).
Fixed a harmless but annoying error in the Distributor's scene (left an extra bracket in raw format video’s math).
Changes:
Reformatted the hacker’s den - no more blue buttons.
Added an extra description for gigs you’ve already completed.
All purchases now start from 1, not 0. Don’t ask me why I didn’t think of that when i was changing all purchases...
Forgot to “modernize” the seller at the gangs HQ - changed that too.
You can now keep looking for another dealer after buying from one at the Dark Alleys.
Added a hint about the tag list to the red phone.
The 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.
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.
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.
2025-05-25 14:41:40 +0000 UTC View PostThe v0.6 update is mostly about 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.



Rework of the crypto:
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.
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.
Other changes
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.
Hey, remember when i said i was tired of writing in the previous “In the pipe”? Yeah, that’s why there’s no smut in the preliminary changelog. Yet. So here’s what i want to finish:
Gloryhole upgrade for the player’s nightclub.
A “test-drive” of a girl you can hire from the gangs - if I find something good enough. Otherwise, I’ll throw in something else.
Probably time to add more "useless" gigs on the gig.gles that could lead to something interesting.
I still haven’t worked on the whiteboard’s UI, and I can already imagine it’s going to be tough.
Also, I’m planning to revisit all the suggestions from the forum and see what I can add without huge time investments before the update. There are at least a few potential QoL improvements that would be nice to include.
When? Idk, prolly 3 more days. Maybe i’ll leave some rough edges like UI and formatting for smaller patches.
2025-05-21 06:09:51 +0000 UTC View PostFull: Pixeldrain Mega Gofile
FileOnly (v0.5.3 - v0.5.4): Pixeldrain Gofile
v0.5.4 changelog
Fix:
Bribing a guy in the Dark Alley was adding money instead of subtracting it. Also fixed an incorrect money check in the same situation.
Changes:
Removed Volkov’s font.
Reformatted the initial meetings with gang leaders.
v0.5.3
Fixes:
Random event in Old Downtown wasn’t resetting at all.
I broke the heat label on the whiteboard while tweaking the heat CSS for the walkie-talkie. Fixed.
Fitness perk couldn’t be acquired after trait notifications were added.
Turns out heat events were broken. I tested them all before adding the passive reduction - and since that kicks in right after all heat changes (because I’m apparently blind), you could never actually hit the threshold to trigger anything. Fixed.
Change:
Now all trait notifications will start counting progress from 0. Just don’t ask me why it wasn’t a thing right from the beginning.
v0.5.2
Fixes:
Fixed a missing money check when trying to buy something from the dealer.
Emergency bank loan no longer skips penalties - it was previously handing out free money.
Removing a thief from their position in the gang now properly refreshes the passage.
Fixed missing stamina replenishment for female contacts.
Changes:
You can now sell multiple items or weapons to the pawnshop. Also removed all blue buttons from the pawnshop UI.
If you previously had an intimate encounter with a potential recruit (thief or thug), they will now turn you down if you try to recruit them. To convince them, your Cunning, Charm, or Combat stat must be at least 2 points higher than theirs. A very high reputation will work too, so it won’t be an issue once you're an established gang boss.
This change prevents players from recruiting someone who's better in every aspect just because MC slept with them - which makes sense both balance-wise and logically.
You can still recruit anyone by just hanging out with them long enough though. Not sure if that part needs a change too.
v0.5.1
Fixes:
Fixed a NaN value when uploading a video involving the blackmailer.
Corrected clothing slot assignments for lingerie and bottom wear from the atelier (clothes on old saves will remain broken).
Change:
Updated all messages related to stamina or tool requirements for burglary and car theft.
Full: Pixeldrain
FileOnly: Pixeldrain Mega
Login: crimetalk
Pass: 6A5T14=_4.mI
Yeah, I’m stealth-patching again. Don’t wanna bother ya with a """new""" version just for a single fix - but it’s an important one. Redownload fileonly if you wish to apply a new fix.
Fixes:
Random event in Old Downtown wasn’t resetting at all.
I broke the heat label on the whiteboard while tweaking the heat CSS for the walkie-talkie. Fixed.
Fitness perk couldn’t be acquired after trait notifications were added.
Turns out heat events were broken. I tested them all before adding the passive reduction - and since that kicks in right after all heat changes (because I’m apparently blind), you could never actually hit the threshold to trigger anything. Fixed.
Change:
Now all trait notifications will start counting progress from 0. Just don’t ask me why it wasn’t a thing right from the beginning.
Full: Pixeldrain
FileOnly: Mega Pixeldrain
Web (just a reminder - download links from shadydeals server are available on the "Credits" page.)
Login: crimetalk
Pass: 6A5T14=_4.mI
Edit: I shadowpatched another fix. If you downloaded this version before the edit, please re-download fileonly.
Fixes:
Fixed a missing money check when trying to buy something from the dealer;
Emergency bank loan no longer skips penalties - it was previously handing out free money;
Removing a thief from their position in the gang now properly refreshes the passage;
Fixed missing stamina replenishment for female contacts;
Changes:
You can now sell multiple items or weapons to the pawnshop. Also removed all blue buttons from the pawnshop UI;
If you previously had an intimate encounter with a potential recruit (thief or thug), they will now turn you down if you try to recruit them. To convince them, your Cunning, Charm, or Combat stat must be at least 2 points higher than theirs. A very high reputation will work too, so it won’t be an issue once you're an established gang boss.
This change prevents players from recruiting someone who's better in every aspect just because MC slept with them - which makes sense both balance-wise and logically.
You can still recruit anyone by just hanging out with them long enough though. Not sure if that part needs a change too.
v0.5.1 changelog:
Fixes:
Fixed a NaN value when uploading a video involving the blackmailer;
Corrected clothing slot assignments for lingerie and bottom wear from the atelier (clothes on old saves will remain broken);
Change:
Updated all messages related to stamina or tool requirements for burglary and car theft.
The v0.5 update focuses on expanding NPC interactions and adding contextual dirty talk. It introduces a ton of new lines, overhauls all existing generic NPC interactions, and includes several additional features and QoL improvements.
NPCs in old saves will not receive any special traits, and all of them will be single.
Contextual Dirtytalks
From v0.5, you can choose one of three types of dirty talk in your bedroom: Mean, Playful, or Submissive. The Mean character will make egocentric comments and try to belittle their partners. Playful is more about being cute and engaging with your "default" dirty talk, while Submissive... well, submissive;
There are five contexts: Indoors, Outdoors, Group, Lesbian, and Prostitution. The Prostitution context is only active when you're earning money through the scene, and there are plenty of ways to do so;
For each context, there are dirty talks for servicing, vanilla events, more kinky scenarios, versions of giver/taker for lesbian ones and foreplay (foreplay is used only in events with generic NPCs and a few special events though).;
Each context contains between 10 to ~25 phrases. Of course, I didn’t focus too much on rarer events, like outdoor ones, but the more common ones have the most phrases. Honestly, I’m too lazy to count them myself;
You can choose a type of dirty talk for each context individually, or disable it entirely;
During events with NPCs from your contact list, there’s only a 50% chance to trigger a dirty-talk. Otherwise, there’d be too many of them;
Also, you won’t be dirty-talking during kinky intimate moments with generic NPCs unless you're depraved enough;
NPC Expansion
Oh well, there's lot of changes. Let's start from the beginning:
The "Hit a bar" button has been removed;
You can now hang out with NPCs without any cooldowns, but only the first hangout per day will affect your relationship;
All relationship changes have been rescaled across all situations. There’s no more randomness in the gains; only your charm and reputation now have an impact;
And yes, the bigger your reputation, the more relationship gains you get per action, up to 3x your charm if you’re a "Crime Legend." This makes sense logically and gameplay-wise - the deeper you get into the game, the easier it becomes to achieve basic goals;
You can now give gifts to NPCs. Any item that can be considered a gift now has a hint in its description. You can give only one gift per day. The gift options include:
Bottles of moonshine (only for male NPCs);
Silver rings;
Golden rings;
Golden chains;
Precious necklace - a new item that rarely drops from burglaries if your reputation is high enough (loot scaling from rep). It has the strongest impact on relationship gain;
Drugs (which lower the depravity of NPCs and also the morality of female NPCs);
Aphrodisiac (which lowers depravity for any NPC and triggers an event, with the required "raw format" tag, ofc);
Drugs can only be offered to depraved NPCs, but aphrodisiac can be used on any friend. So yeah, it's a legit way to hire almost any girl, if you're persistent enough;
Also, now all NPCs are generated with new stats:
Wealth: Ranges from the poorest bastards to the richest. This stat will be important for blackmail results and also impacts gifts. Of course, the wealthiest people are found only in the City Center;
Marriage Status: This stat is crucial for blackmail. Contact list also shows their marriage status now;
Special Traits: Each NPC has a small chance of possessing one of the following traits:
Insatiable: You can initiate "events" with them non-stop, essentially allowing you to max out their relationship easily;
Underdog: You’ll gain more relationship per action with them if your reputation is higher than "Rogue Boss." They’re easy targets for more developed characters. Underdogs will spawn with low depravity;
Loyal: They will never cheat on their partner, if they have one;
Greedy: They gain more relationship with expensive gifts but will be disappointed by cheap ones;
Blackmailing:
If you’ve recorded a video of an engaged NPC doing something illicit with you, you can attempt to blackmail them. Video recordings refer to those captured on your spy cam, so they follow the same rules as other videos - if you record a new one or publish the last, you’ll lose the tape. Each blackmail attempt will raise your heat;
You’ll only be able to successfully blackmail NPCs who have lower cunning than you;
Female NPCs now also have a "cunning" stat 4 this reason;
Blackmail attempts aren’t solely based on cunning; there’s also a difficulty check that takes into account the NPC's depravity. It will be much harder to blackmail someone who doesn't care about the consequences;
If you fail a blackmail attempt, the NPC will hold a grudge against you, and you won't be able to raise your relationship with them. As a result, you won’t be able to record a new video unless the NPC is "insatiable";
Successful blackmail moves the NPC to the debtors list, with the debt size determined by their wealth status and your reputation;
Debtors:
A debtor is someone who owes you money. Currently, you can acquire debtors only through blackmail.
They will pay you a percentage of their debt in dirty money every day on the EndDay screen;
Once they have fully repaid their debt, they will disappear from the game;
You can spend some intimate moments with them for a percentage of their debt. And, also, you'll get a new raw format tag out of it;
The maximum number of debtors you can have at the same time depends on your reputation tier. Yeah, their list is restricted;
You can forgive an NPC's debt to free up a debtor slot;
Other implementations:
Walkie-talkie with police frequency: You'll receive one after your first heat event. It's just a fluff item that will randomly broadcast comments from presumed police in the left-most corner of your passage window. The comments depend on the current heat level. You can leave the walkie-talkie in your bedroom;
"Blackmail" raw format tag - added to the event in downtown's nightclub and to everything that is quite obvious;
"Group" raw format tag - applied to everything that includes more than 2 people in it;
Difficulty setting for "Heat" - You can adjust this in the settings menu. The "Easy" difficulty will reduce all heat gains by 50%. Heat reduction changes will be the same;
New event that can be triggered if player has an active video on "Raw Format" - a blackmailer may contact you, claiming to have recognized you in the video and threatening to dox you. There are multiple ways to handle this situation, and you can also activate permanent protection against doxxing (which you can toggle on and off). This ensures it won’t be overly annoying. Also, this event is on cooldown right from the start. Also-also, if you ignore it, you'll have a chance to read about yourself on a web forum;
Ability to "Buy X" amount of items now available in most shops;
"Escape" key now closes all opened windows;
Changes:
Different pick-up lines from NPCs in your contact list, depending on their depravity and whether you've had previous encounters with them;
You won’t be able to start those encounters if your relationship is too low or the NPC isn’t depraved enough;
Removal of the "Prison" raw format tag for now - it's too specific and has only one way to trigger;
Chemists now require a certain level of depravity before they agree to work for you;
New media here and there, something like +40 webms without counting the new events;
Now, all reputation losses (except the naughty ones) scale with your reputation. Essentially, you won't feel much of a hit to your rep when you're a small fish, but crime lords will experience a much larger impact;
New UI for warehouse, you can now create multiple shipments. Creation of multiple shipments will only double the packing time, regardless of the shipment size;
The "Pickpocket" trait now eliminates the stamina cost for pickpocketing;
Thieves' productivity has been nerfed by 20%;
The cost of most shipments has been increased by ~20-25% (including orders from the landing strip);
Coin-washers' effectiveness has been buffed by ~35%;
The amount of money you can earn from the brothel job has been nerfed (I forgot to note the pre-nerf amount);
Drivers now gain 66%-100% more experience for successful heists;
The PC's UI is now sticky - when refreshing the page (e.g., posting a video or making a purchase), you'll stay on the selected tab;
Weapon skill descriptions have been added to all shops selling such items;
You can now purchase spiked knuckles from the weapons black market if you've unlocked it;
Fixes:
I forgot to add daily experience in combat for racketeers... fixed?
"Electrical Components" were mistakenly tagged as "material" in item gigs, which caused issues since the game was looking into the crafting inventory;
There was a weird bug that could halt your war progress speed, should be fixed;
Honestly, I'm not satisfied with the result at all. Interactions with NPCs still feel somewhat dull. I see where the weakest points are, but I'm kind of tired of working on them right now. I'll revisit them again much later.
Most likely, the next update will be on a smaller scale. I'll start working on changes to the gang war system, but I think I'll roll them out gradually over a few updates. The expansion will require adding faction-specific heat, improving the whiteboard UI, adding more reasons to actually hold some grudge against another gangs (such as harassment from their side), and I want to write at least a few events that must be completed to conquer turf for each gang - or some other requirement that needs to be fulfilled.
We'll see. I'm not sure if I want to dive into something """big""" right now, maybe a quick content patch while I work on the gang wars? I have a few ideas in mind that wouldn't require too much time. And at the very least, I'll work on the whiteboard UI.
2025-05-11 15:58:26 +0000 UTC View PostFull (v0.4.4): Pixeldrain Mega Gofile
FileOnly (v0.4.6): Pixeldrain Mega Gofile
A softlock was found - time for a hotfix.
v0.4.6:
Turns out heat events were broken. I tested them all before adding the passive reduction - and since that kicks in right after all heat changes (because I’m apparently blind), you could never actually hit the threshold to trigger anything. Fixed.
v0.4.5:
Fixed missing stamina replenishment for female contacts;
v0.4.4:
Flxes:
Possible softlock if you decide to leave after getting an offer from Romano during blackjack;
Fixed different stat displays for temporary NPCs (the ones you meet at locations) and permanent ones (in contacts);
The v0.5 update focuses on expanding NPC interactions and adding contextual dirty talk. It brings a ton of new lines and overhauls all existing generic NPC interactions with a few additional features.


Not many UI changes in this update, so there’s almost nothing interesting in the screenshots. But I will update the warehouse for sure, I just haven't gotten to it yet.
Contextual Dirtytalks
From v0.5, you can choose one of three types of dirty talk in your bedroom: Mean, Playful, or Submissive. The Mean character will make egocentric comments and try to belittle their partners. Playful is more about being cute and engaging with your "default" dirty talk, while Submissive... well, submissive;
There are five contexts: Indoors, Outdoors, Group, Lesbian, and Prostitution. The Prostitution context is only active when you're earning money through the scene, and there are plenty of ways to do so;
For each context, there are dirty talks for servicing, vanilla events, more kinky scenarios and foreplay (foreplay is used only in events with generic NPCs and a few special events though), so yeah, 24 arrays for each situation;
Each array contains between 10 to ~25 phrases. Of course, I didn’t focus too much on rarer events, like outdoor ones, but the more common ones have the most phrases. Honestly, I’m too lazy to count them myself;
You can choose a type of dirty talk for each context individually, or disable it entirely;
During events with NPCs from your contact list, there’s only a 50% chance to trigger a dirty-talk. Otherwise, there’d be too many of them;
Also, you won’t be dirty-talking during kinky intimate moments with generic NPCs unless you're depraved enough;
NPC Expansion
Oh well, there's lot of changes. Let's start from the beginning:
The "Hit a bar" button has been removed;
You can now hang out with NPCs without any cooldowns, but only the first hangout per day will affect your relationship;
All relationship changes have been rescaled across all situations. There’s no more randomness in the gains; only your charm and reputation now have an impact;
And yes, the bigger your reputation, the more relationship gains you get per action, up to 3x your charm if you’re a "Crime Legend." This makes sense logically and gameplay-wise - the deeper you get into the game, the easier it becomes to achieve basic goals;
You can now give gifts to NPCs. Any item that can be considered a gift now has a hint in its description. You can give only one gift per day. The gift options include:
Bottles of moonshine (only for male NPCs);
Silver rings;
Golden rings;
Golden chains;
Precious necklace - a new item that rarely drops from burglaries if your reputation is high enough (loot scaling from rep). It has the strongest impact on relationship gain;
Drugs (which lower the depravity of NPCs and also the morality of female NPCs);
Aphrodisiac (which lowers depravity for any NPC and triggers an event, with the required "raw format" tag, ofc);
Drugs can only be offered to depraved NPCs, but aphrodisiac can be used on any friend. So yeah, it's a legit way to hire almost any girl, if you're persistent enough;
Also, now all NPCs are generated with new stats:
Wealth: Ranges from the poorest bastards to the richest. This stat will be important for blackmail results and also impacts gifts. Of course, the wealthiest people are found only in the City Center;
Marriage Status: Engaged NPCs will be harder to seduce, requiring slightly higher charm. This stat is also crucial for blackmail. Contact list also shows their marriage status now;
Special Traits: Each NPC has a small chance of possessing one of the following traits:
Insatiable: You can initiate "events" with them non-stop, essentially allowing you to max out their relationship easily;
Underdog: You’ll gain more relationship per action with them if your reputation is higher than "Rogue Boss." They’re easy targets for more developed characters. Underdogs will spawn with low depravity;
Loyal: They will never cheat on their partner, if they have one;
Greedy: They gain more relationship with expensive gifts but will be disappointed by cheap ones;
Blackmailing:
If you’ve recorded a video of an engaged NPC doing something illicit with you, you can attempt to blackmail them. Video recordings refer to those captured on your spy cam, so they follow the same rules as other videos - if you record a new one or publish the last, you’ll lose the tape. Each blackmail attempt will raise your heat;
You’ll only be able to successfully blackmail NPCs who have lower cunning than you;
Female NPCs now also have a "cunning" stat 4 this reason;
Blackmail attempts aren’t solely based on cunning; there’s also a difficulty check that takes into account the NPC's depravity. It will be much harder to blackmail someone who doesn't care about the consequences;
If you fail a blackmail attempt, the NPC will hold a grudge against you, and you won't be able to raise your relationship with them. As a result, you won’t be able to record a new video unless the NPC is "insatiable";
Successful blackmail moves the NPC to the debtors list, with the debt size determined by their wealth status and your reputation;
Debtors:
A debtor is someone who owes you money. Currently, you can only acquire debtors through blackmail.
They will pay you a percentage of their debt in dirty money every day on the EndDay screen;
Once they have fully repaid their debt, they will disappear from the game;
You can spend some intimate moments with them to reduce their debt. You'll get a new raw format tag out of it;
The maximum number of debtors you can have at the same time depends on your reputation tier. Yeah, their list is restricted;
You can forgive an NPC's debt to free up a debtor slot;
Other implementations:
Walkie-talkie with police frequency: You'll receive one after your first heat event. It's just a fluff item that will randomly broadcast comments from presumed police in the left-most corner of your passage window. The comments depend on the current heat level. You can leave the walkie-talkie in your bedroom;
"Blackmail" raw format tag - added to the event in downtown's nightclub and to everything that is quite obvious;
Changes:
Different pick-up lines from NPCs in your contact list, depending on their depravity and whether you've had previous encounters with them;
You won’t be able to start those encounters if your relationship is too low or the NPC isn’t depraved enough;
Removal of the "Prison" raw format tag for now - it's too specific and has only one way to trigger;
Chemists now require a certain level of depravity before they agree to work for you;
New media here and there, something like +40 webms;
I'm reworking all reputation changes - gains and losses will be fully remade, except for the penalty for hooking up with randos. All changes will scale with your reputation: when you're just a small fish, mistakes won't cost you much, but once you're a big boss, every slip-up will hit harder;
Still planning to touch the UI a bit for this update;
Got an idea for a new event that would fit well in this update - and anyway, there’s not that much new smut this time (unless you count the dirtytalk stuff);
Old-save compatibility is kind of a headache with this update;
Some nerfs to quick-cash schemes incoming;
Thinking about adding more ways to get workers for the lab and moonshine trailer - maybe i won't gonna do anything with it for now, or maybe i will;
A few more minor QoL tweaks and a small change to the availability of one item;
And that’s it. I’m still not completely happy with how blackmail is described in-game, but I’m honestly just tired of writing for now - most of the work already went into that part anyway. I’ll revisit it later. I wanna do something else for a time being.
There’s still plenty of work to do, but most of the finicky stuff is out of the way. I can’t promise the update drop right at the start of the weekend, but patrons can expect it sometime around Sunday or Monday - i hope.
2025-05-08 07:37:25 +0000 UTC View PostOnline version: link
Main changelog: link
v0.4.3:
Fixes:
Relationship changes after spending time with girls weren’t being saved properly;
It was possible to refill the moonshine trailer infinitely if you had agricultural produce in your inventory;
Brothel job weren’t providing payments;
Change:
Gang strength is now displayed during the pre-gang stage, with a clearer explanation of how it works.
v0.4.2:
Fixes:
Now chemists will actually demand their payments, fr fr no cap;
Lab tax was weirdly defaulted to 0 for some reason;
There was a typo in the condition for buying tools from Gold Digger, so you couldn’t raise your cunning;
Mr. Scrubbs’s yapping wasn’t initialized in older saves;
Changes:
Buffed the production speed of the lab on the outskirts a lot, but there’s now a limit on the number of chemists (don’t ask me why that wasn’t a thing from the start).
Upgrades will raise this limit, and they also boost production speed even more now.
Should work fine with older saves, but your number of chemists will be capped to the new maximum. Also slightly increased chemist wages;
"Local Market" lab upgrade was buffed too - it now sells more than just one agricultural product;
Removed the heat animation from the EndDay page;
Lab production results are now in spoiler on the EndDay page;
Heat event results now have unique formatting on the EndDay screen.
v0.4.1:
Fixes:
Contracts at "404 Bleach" were actually increasing your heat instead of lowering it;
Volkov's distraction service was using the wrong variable, so you couldn't use him;
Chemists never actually took any payment before, huh;
Moonshine shipment crafting was using 50 bottles instead of 25;
Missing reputation check for the brothel event.