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ModernMaffia is in active development. Balance, features, and mechanics can change at any time, and the game world may be reset or wiped without notice.

Frequently Asked Questions

Getting Started

What is ModernMaffia?

A browser-based organized-crime game — no app to install, just log in and run your rackets. Start as a small-time crook, build a crew, take districts by force, and make your name the one every other family in town is hunting.

Is it free to play?

Yes. There are no purchases of any kind — every dollar in the game is earned by playing.

What's a specialization, and can I change it later?

Every player picks one of four paths at signup — Street, Hacker, Financier, or Marksman — each best at a different flavor of crime and each with its own skill tree and perks. You're not locked in forever: your Profile page has a "Danger Zone" option to reset your specialization, but it wipes your character back to a fresh start (cash, rank, stats, gear — everything except your crew) and can only be done once every 7 days, so pick with intent rather than swapping casually.

Do I have to join a crew?

No — plenty of the game (crimes, The Supplier, the casino, travel) works fine solo. Crews unlock the bigger cooperative stuff: a shared bank, a personal dirty stash, district-owned businesses, heists, territory control, and crew wars.

Crimes & Progression

How do crimes work?

Pick a crime you can afford, spend Energy to attempt it, and the server rolls your success right away — win and you get paid (and gain Heat), lose and you don't. Higher-tier crimes pay more but need higher rank and carry more risk. A few special "big job" crimes instead take real time to resolve, with a progress bar you can watch tick down.

What are Energy, Nerve, Health, and Heat?

Energy is what you spend to attempt crimes — it regenerates on its own over time, so it's the main thing pacing how much you can grind in one sitting. Nerve gates your riskier plays (PvP, jailbreaks, some higher-tier crimes). Health drops if you land in the hospital from a lost fight. Heat is your attention from the law: it rises as you commit crimes (and faster if you're holding stolen gear) and, left too high, can get you raided or jailed — you can let it cool off on its own or bribe it down.

What happens if I get jailed or hospitalized?

You're temporarily locked out of most actions until time passes (shown as a countdown/progress bar), or you can pay to get out early — bail from jail, treatment from the hospital. In jail you can also gamble Nerve on a jailbreak, or have someone else pay your bail; the Jail page lists everyone currently locked up.

How do I get stronger over time?

Rank up by earning Respect, gear up at The Supplier (weapons, vehicles, property, real estate — and a phone), and spend skill points — earned automatically from successful crimes in your specialization — on your class's skill tree at /skills.

Money: Cash, the Bank & the Safe

What's the difference between Clean Cash and Dirty Cash?

Clean Cash is legitimate money you can spend anywhere. Dirty Cash is crime proceeds — it spends in shadier corners of the game, but until you launder it into clean money it's exposed to the law. Laundering happens at the Bank for a cut.

What is the Safe, and why would I use it?

Your wallet is spendable but exposed — Clean Cash in your wallet can be stolen when another player robs you, and Dirty Cash in your wallet can be seized in a police raid. The Safe protects money at the cost of liquidity: your personal Clean Safe shelters clean money from robbery and even earns interest (about 1% a day on balances up to $100,000), but it's not directly spendable — you have to move it back to your wallet first. Robbery and RICO tax the money you leave lying around, not the money you've stashed.

What's the Personal Stash, and why is it locked?

It's a per-member dirty safe that only crew members get (solo players can't vault dirty money at all — it's a real perk of being in a crew). The money stays yours — only you can pull it — your crew just hosts the slot; it is <strong>not</strong> the shared Crew Bank (that's the crew's common treasury, over on the Crew page). It shelters Dirty Cash from a RICO seizure, but every deposit pushes a 2-hour withdrawal lock forward, so you can't duck a raid by shoving cash in right before and pulling it out right after.

Gear, The Supplier & the Phone

What can I buy, and what does gear do?

The Supplier sells five categories of gear: weapons (fight odds and damage), vehicles (crime and robbery success), property (Heat reduction, defense, lower jail odds), real estate (how many items you can equip at once), and a phone (unlocks phone-only apps). Prices run from around $150 for entry gear up to roughly $125,000 for a top-end compound — the expensive stuff is meant as a goal to work toward across a season, not a first-day buy.

What does "hot" vs "legit" mean when I buy something?

Most gear can be bought two ways. Hot (stolen) goods are cheaper, paid in Dirty Cash, but they raise your Heat while you hold them and can be confiscated in a police raid. Legit goods cost more (about 50% over the hot price) but carry none of that risk. Cheap-and-risky or dear-and-safe is the trade.

What are weapon crates and rarities?

Weapons can come in rarities — Common through Legendary — with better rarities scaling up the weapon's stats and its resale value. You can gamble on a Weapon Crate at The Supplier for a random weapon of random rarity, and there's also a small chance a successful crime just drops one. Crate and crime-drop weapons are always "hot," so they carry the same Heat and seizure risk as any other stolen gear.

Where do I sell gear — Pawn Shop or the Fence?

The Pawn Shop is an instant, guaranteed sale to an NPC for less than full value. The Fence is a player-to-player marketplace — list an item and wait for a buyer, usually for more. The Fence now lives on your Phone, so you need to own a phone to use it (see the phone question below).

What's the Phone for?

The phone is a gear item you buy like any other. Owning one unlocks the /phone hub and its apps — the PocketVegas casino and the Fence marketplace both live there now. Because it's ordinary gear, a hot (stolen) phone can be confiscated in a raid, which would cut off access until you get another.

Crews, PvP, Territory & Travel

What can my crew actually do together?

Share a crew bank, run district businesses for income, pull off multi-player heists that split one payout, hold territory for the income and taxes it brings, and declare crew wars for PvP bonuses against a rival crew.

Can other players attack or rob me?

Yes — but only while you're not already "busy" (mid-crime, mid-heist, traveling, jailed, or hospitalized). There are no permanent safe cities any more; protection is a Bodyguard you carry on your own character (see the next question). Gear from The Supplier can improve your odds on both sides of a fight, and money in your Safe is off-limits to robbers.

How do bodyguards and newcomer protection work?

Every new account starts with a free bodyguard — a window during which incoming attacks (rob, jump, sabotage — from players and NPCs alike) are simply absorbed, so you can find your feet untouched wherever you are. After that you can hire muscle any time from the Bodyguard page: a hired bodyguard blocks the next few attacks against you, then he's spent and you re-hire. The price scales with your liquid worth (clean + dirty cash) — a bigger fish needs bigger muscle. One catch: the moment you go on the offensive yourself, your protection drops. A bodyguard is a shield for lying low, not for raiding behind.

How do businesses and territory work now?

Businesses are tied to districts: there's only one of each type (Gun Store, Chop Shop, Crypto exchange, Pawn Shop, Bail Bonds, and more) per city, run by whichever crew holds the ground it sits on. Take the district, take the business. Your crew can contest turf in any city — but you fight at full strength around your HQ, and the farther a city is from home the tougher the odds, so an over-stretched empire's frontier holdings are hard to keep. A boss can move the crew's HQ to whatever city they're standing in (from the Crew page) without disbanding. The City page shows a real map of each city and its districts; the Territory page is your crew's ledger of everything it holds across every city. Each city's crypto operation even trades under its own name — The Mixer, DarkWallet, and so on.

Why did using a service cost me extra "local cut"?

That's the patronage surcharge. When you use a service that's run out of a crew-owned venue — washing cash through the local crypto exchange, buying a gun at a Gun Store, pawning at a Pawn Shop, posting bail at a Bail Bonds, and so on — a small cut (the owning crew sets it, capped at 10%) goes to the crew that controls that district. Your own crew's venues and allied crews' venues don't charge you. It's a reason to fight for turf, and a reason to notice whose turf you're standing on.

How does travel between cities work?

Travel is by map and by distance — farther cities cost more and take longer, shown as a plane flying across the world map before you actually arrive. While you're in transit you're "busy" (like being mid-crime), so you can't act or be attacked until you land.

How do drug prices work, and why can't I see other cities' prices?

Drug prices (at The Corner and the Hospital pharmacy) are set fresh every few days and hold steady in between — and which drug is cheap and which is dear gets shuffled each time, so there's no single lane you farm forever; keep checking what's worth running. You only see live prices for the city you're standing in. Other cities show the last price you saw there when you visited — good intel goes stale. The exception: a Hacker. If you're a Hacker (or your crew has one), you're tapped into the feed and see live prices in every city at once — the crew's edge for finding the best run, the same way a Financier launders the crew's money. Prices sit high enough at the buy end that flipping in the same city always loses: the profit is in carrying goods somewhere they're worth more.

What is the Demand Board on The Corner?

The Demand Board is a rotating set of orders from named buyers. Each one wants a specific load of a specific drug delivered to a specific city, and pays a premium over what it would fetch there on the open market — plus a little respect. Source the product wherever it's cheap, carry it to the buyer's city, and hand it over from The Corner there. The board refreshes with the market (every couple of hours), and you can fill each order once per refresh. A delivery is a big street deal, so it can still get you busted — that risk is exactly what the premium is paying for, so a fat order is a calculated gamble, not free money. Your board is your own: orders are sized to what your vehicle can carry (a bigger hauler gets bigger, richer loads), so nothing on it is ever impossible for you. And if you're a Street specialist — the corner is your world — you'll see extra orders and take less heat on a delivery, the same way a Hacker reads the market and a Financier washes the cash.

Seasons, Fair Play & Support

What's a "season," and what do I lose when one ends?

Seasons keep the game from becoming a permanent race that new players can't catch up to. Roughly every 90 days, everyone's cash, rank, stats, gear, and territory reset to a fresh start — but your account, specialization, and crew survive. Top finishers each season earn permanent prestige points and a spot in the Hall of Fame. The economy is deliberately tuned so the priciest gear is a late-season goal, not something you finish in a weekend.

Are the NPCs on the leaderboard and City page real players?

No — some accounts you'll run into are NPCs, seeded to keep the world feeling populated. They act on their own on a schedule and can be robbed or fought like anyone else, just with a cap on how much clean cash they can be robbed for.

The client shows me a number — is that trustworthy, or could someone cheat it?

The server decides every outcome — every crime, every fight, every heist, every hand of blackjack. Nothing the client shows you was computed by your browser; it's always a report of what the server already resolved.

I found a bug or have an idea — where do I send it?

Use the feedback button in the top bar on any page once you're logged in. It goes straight to the developer, and you can attach a screenshot.

Is the game finished, or still changing?

ModernMaffia is in active development. Balance, features, and mechanics can change at any time, and the game world may be reset or wiped without notice. See the Patch Notes page for what's actually shipped, version by version.

Didn't find your answer? Open a ticket once you're logged in, or see the About and Patch Notes pages.