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.

Patch Notes

v0.108.0

Everything that's shipped so far, newest first. ModernMaffia is in active development — expect this list to keep growing.

v0.108.0 — The Tree Grows Teeth

Aug 22, 2026
  • Skill nodes can now unlock an ability, not just a percentage. One capstone per class does: Street's Enforcer punches straight through a hired bodyguard instead of being absorbed by it; Hacker's Zero Day runs the drug feed two periods ahead instead of one; Financier's Diplomatic Immunity shows your exact RICO raid odds instead of a guess from your Heat; Marksman's Contract Killer shows a bounty target's exact condition on the Board instead of just whether they're standing.
  • One branch per class is now a real fork, and the tree shows it: Muscle (Street), Intrusion (Hacker), Insurance (Financier), and Marksmanship (Marksman) each split into two mutually exclusive paths after the entry node — pick one for the season, the capstone takes either. The other three branches per class are unchanged.
  • New stats, on both the tree and on gear: crit chance and crit damage, dodge and counter, energy refund, bullet save, cooldown reduction, and a crime "big score" chance plus the escape chance to talk your way out of a bust. Weapons, vehicles, and properties across the board now carry some of these, and the Phone and Lifestyle gear categories — previously the thinnest in the game — grew from two and four items to six and seven.
  • New: Emblems, at the top nav. Temporary buffs bought with Dirty cash — pick a pair of stats, pay for a window of time, and they stack with your gear and tree while active. You can't rebuy one while it's already running, so it stays a spend rather than becoming another permanent stack.
  • New: honour points, on every player's profile. Three a week, spend them one per person — giving someone a point hands them a small tapered Respect grant, capped the same way every other Respect source is. You cannot give to yourself, and giving the same person twice in a week is refused, so the allowance has to be spread rather than dumped.
  • Some existing tree nodes and gear items were rebalanced alongside this: a handful of weapon, vehicle, and property items picked up one of the new stats where it fit their type, and one property (the Fortified Estate) had its dodge raised so a cheaper item could no longer out-defend it outright.

v0.107.0 — The Weekly Board

Aug 21, 2026
  • New: the Weekly Board, at the top of the Hall of Fame. Three categories are drawn fresh every Monday, everyone who played that week is ranked on each, and the podium is paid in Respect.
  • Lab sabotage no longer lets you hit a crewmate's lab. It never should have been on the table.

v0.106.0 — The House Takes Its Cut

Aug 21, 2026
  • New: Card Rooms, on the Fronts page. A casino you own personally — turf changing hands cannot take it off you, only a robbery can touch it.
  • A card room earns most of its money as a share of what the house wins at the tables in its city, so a busy city is worth more than a quiet one. Every room open in that city splits the same pot by floor size: opening one next to somebody costs them, and nobody can shut you out.
  • A quiet week at the tables pays you nothing extra. It never costs you anything either.
  • Shoring up a turf no longer pays you more for hours you had already earned. It raises what the district makes from that moment on, which is what it was always meant to do. The same fault ran the other way, too — a gang war used to quietly take money off hours your crew had already banked.
  • The Territory page and the collect button now agree. A district held at a shaky grip was showing one figure and paying a smaller one.
  • Drug prices: Meridian was the best place to sell all seventeen drugs, so there was only ever one run worth making. Every city is now the best market for something.
  • Calling or finishing a hit drops your own bodyguards, the same as any other attack. It always should have.
  • You cannot rejoin a crew you just left for 24 hours. Any other crew will still take you immediately — this only stops the round trip. Bounties do not pay out on somebody you were crewed with that recently, either.
  • Breaking out of jail can no longer be retried by spending Energy. The wait between attempts is real now. If you want out early, that is what bail is for.

v0.105.2 — One Price Per Counter

Aug 20, 2026
  • The market feed was quoting street prices for medical drugs, so the pharmacy counter and the table underneath it disagreed about the same drug in the same city. The feed now quotes whichever counter will actually serve you — and says which one, and in which currency.
  • Nobody was ever charged the wrong amount. The price you paid was always the right one; it was the feed that was lying about it, which made every pharmacy run look thinner than it was.

v0.105.1 — You Already Earned It

Aug 20, 2026
  • Achievements were only handing themselves out when you opened the Achievements page, so people had passed tiers without being told or paid. They now land on your dashboard, and anything you have already earned will be waiting there.

v0.105.0 — Everything Starts Again

Aug 20, 2026
  • The season has been reset. Everybody starts from scratch — new class, no crew, no gear, no cash. Your prestige points and your achievements came with you.
  • You pick your class again. Whatever you spent prestige on has been refunded, so the choice is free.
  • Nerve is gone. Everything it used to gate now runs on its own short clock instead, so spending one thing never stops you doing another.
  • Crimes no longer cost Energy. Each tier has its own cooldown, and Energy buys past a clock when you cannot wait.
  • New: the Ready Board on your dashboard — one place that says what you can do right now.
  • New: Work — six odd jobs with their own clocks, none of which touch your Energy.
  • New: Day Work, a daily board of jobs with a streak, and Achievements for the long haul.
  • New: Scramble — a contested event you can win, with everyone else racing you for it.
  • New: the Lab. Cook your own product, hire staff, upgrade the place, and watch for rivals.
  • New: Fronts. A business that earns while you are away — but only up to a point, and only until somebody robs it.
  • New: Scanner. Live jobs come in and go to whoever gets there first. Every city has one corner worth holding.
  • New: Challenges. Put money up and settle it with a street race or a straightener.
  • New: jack — take somebody's product off them. Drugs cannot be banked, so nobody is safe by being careful.
  • New: Consignments — hire somebody else to move a load for you.
  • Bullets. Carry a firearm and you need ammunition for it; carry a bat and you never do.
  • Heists can now be opened to anyone, not just your crew — and Route 66 needs exactly two of you, one with a gun and one with a car.
  • Property can be traded up the ladder or sold on, instead of only scrapped.
  • Finishing a hit on somebody well defended can land you in hospital afterwards. The hit still lands.
  • You can attack far more people than before — the old matchmaking band was quietly stopping almost everybody.

v0.104.0 — Everyone Wants a Piece

Aug 17, 2026
  • You can now take a swing at anyone above you, however far above you they are. The matchmaking band only ever stops you punching down — a day-one Soldier can walk up to the biggest name on the server and try it.
  • This needed doing. The band compared your Profile against theirs, but Profile piles up all season and barely decays, so the gap between the top and everyone else widened every single day until it could not be crossed. Measured before the change: of the ninety possible pairings between active players, the number who were allowed to attack each other was zero. Not "hard" — zero. The two players at the top had never been attacked by anybody, ever, and the closest pair in the game missed by three percent.
  • The band itself is also widened, and between the two of them the top of the ladder is now the most exposed place in the game rather than the safest.
  • You still have to win the roll, and the odds are printed before you commit. Against someone properly kitted out they will be the 5% floor. The game will let you try.
  • Two things the Manual had wrong, both fixed. Being mid-crime or mid-heist does NOT protect you from being attacked — it never did; those stop you from starting a fight, not other people from starting one with you. Only jail, hospital and being in the air do that. And a hired Bodyguard has scaled with your savings since v0.96.0, so it is no longer a flat 2,500 for anyone with money.

v0.103.0 — Money Where You Spend It

Aug 17, 2026
  • Your stash is now on the Corner. Pull dirty cash out and put the takings back without leaving the page — same safe, same rules, just a second door onto it. It sits next to Cool off, because those are the two things you do between loads.
  • That was the last page a drug run made you bounce to. The jail trip went when Cool off arrived, the price guesswork went when the Corner started printing what a full load costs, and the wait that made you borrow from the crew bank went with the stash lock. The ticket that started all this counted four pages and 120-150 clicks; it is now one page.
  • The crew treasury got the Bank page's cash counter. Deposit, withdraw and laundering were a dropdown and a plain number box — the same job the Bank does with denomination buttons and an "all of it" button, done differently for no reason. They are the same control now, and "All dirty" picks the cash type as well as the amount.
  • The counter also knows which balance it is counting against, so a half-and-half split of the treasury's clean pile is not quietly measured against the dirty one.
  • The Cool off panel had its text sitting flush against its own frame since the day it shipped. Nobody noticed until something was stood next to it.

v0.102.0 — Take It When You Want It

Aug 17, 2026
  • The two-hour lock on your Personal Stash is gone. Put dirty cash in, take it out whenever you like.
  • It was there to stop you dodging a raid by shoving cash in when the heat rose and pulling it back out once it cooled. Reasonable idea, except the crew treasury has never had a lock at all and everyone who could use the stash could also use that — so the lock was not stopping the dodge, it was just making the honest option the slow one. The numbers agreed: dirty was being pulled out of the treasury more than three times as often as out of the stash.
  • It also punished exactly the people using it properly, because every new deposit pushed the clock forward again. Save regularly and it was never open.
  • Nothing else changes. The feds can still only take what you are carrying, and the stash is still crew members only.
  • This should take a real bite out of the click-count on a drug run, which is the thing most complained about on the ticket board — you no longer have to route your own money through the crew bank just because your own safe is shut.

v0.101.0 — What It Actually Costs

Aug 17, 2026
  • A ticket said the -20% Nerve skill was not being counted when you attack turf. It was being counted. The page was the thing that had it wrong, and it was wrong in the expensive direction: it quoted the full price and greyed the button out at anything under it. So a player with the skill and 8 Nerve was told a turf grab needs 10 and refused an attack the server would have allowed.
  • The same thing was happening on the street, and nobody had filed it. Rob, Attack and Sabotage all take the Marksman's Nerve discount, and so do calling and finishing a hit — every one of those was priced on screen at the undiscounted rate. All of them now show what you will actually pay, and none of them will refuse you at a price you can afford.
  • The Corner now tells you what a full load costs, not just what one unit costs and what the run might earn. Working out how much dirty cash to go and fetch was arithmetic you were doing by hand, on every product, every time the prices moved.
  • And if you are short of cash, the quantity box stays usable. It used to switch off with the Buy button — so the one player who needed to know what a load would cost was the one player who could not find out. The button still refuses. The box does not.
  • Your stash lock now counts down in hours and minutes. It said "in 1 hour" for the first two minutes of a two-hour seal, which is not a rounding error you want when you are timing a run around it.

v0.100.0 — Nothing Left On The Table

Aug 17, 2026
  • The last one in this series, and the worst offender of the lot. The laundering fee starts at 10% and can never go below 5%, so the whole game only ever had five points of discount to give away — against roughly sixty-five points of it scattered across classes, skills, crew upgrades and businesses. A Financier who never spent a skill point paid exactly the same rate as one who maxed the branch and bought the prestige unlock on top.
  • The floor stays. It exists because three separate builds once reached a 0% fee, and washing money for free is the one thing this economy cannot survive.
  • So discounts spend against the fee down to the floor exactly as before, and anything left over now comes off the crypto chain's cut instead.
  • The crew running that chain always collects something — the relief can never take more than half of their cut. A crew coin has to stay worth operating, otherwise the deepest Financier on the server quietly puts every crew out of that business.
  • It works on Bitcoin too, at the same half. Bitcoin has no owner and that fee is simply destroyed, so this is a small, capped reduction in what gets burned — worth it so that a player who only ever uses Bitcoin is not the one person this whole series skipped.
  • Right now exactly one player on the server has anything left over to spend here. That is the point of doing it now: the fix is in place before the investment, instead of years of skill points arriving first and finding out they bought nothing.
  • That completes it. Jail, raids, heists and laundering — four things that used to swallow whatever you spent past a certain point, and none of them do any more. If a number on your Stats tab says it is doing nothing, that is now a bug, and worth a ticket.

v0.99.0 — Getting Out Of It

Aug 17, 2026
  • Heists now do the same thing with the gear you cannot use. A well-equipped crew has been running well past the 95% ceiling on every job on the board — between 16 and 38 points over, depending on the job — and all of it was thrown away. It buys something now.
  • The ceiling is not moving. A heist that cannot fail is not a heist, and that was the whole point of the change two updates ago. What the surplus buys instead is the part of a bad night you could actually do something about: getting out of it.
  • So everything past 95% comes off the odds of being taken in when a job goes wrong. That roll has never taken any of your gear or skills into account — unlike a botched job you pull alone, where it always has — so this is the first time being well equipped does anything at all for a heist that fails.
  • It cannot make a blown heist free: at least a quarter of the job's own risk always stands. Past that, the rest shortens the sentence and then makes bail cheaper, through the same chain the jail update built. A point is a point wherever it came from.
  • The heist page shows the reduced number, not the old one. It is the number the game will actually roll.
  • Fixed while in there: the page and the roll were each working the jail chance out on their own. They agreed, but they did not have to — and would have stopped agreeing today. They read the same thing now.
  • One left in this series: laundering.

v0.98.0 — Less To Find

Aug 17, 2026
  • The same treatment for raids. Last update, jail-chance points that had stopped counting started buying you a shorter sentence instead. Seizure reduction has the same problem — your odds of being raided cannot drop below a floor, and everything past that was doing nothing. It now means the raid finds less when it comes.
  • It applies to everything a raid takes, in the same proportion — dirty cash and anything you are carrying. It has always taken the same share of both and it still does; there is just less of it.
  • There is a floor here too: a raid always finds something, however deep you are invested. A quarter of what it would have taken is the least it can walk away with.
  • Past even that, what is left makes paying off your Heat cheaper — and that part has no ceiling, so there is never a point where more of this stat stops meaning anything.
  • Honest about the size of this one: only two players on the server own the stat at all, and it only comes from the skill tree — no gear grants it. If you have the Financier's Diversified or the Hacker's Airgapped, about two thirds of what you paid for was doing nothing. Now it is not.
  • Nothing else moved. Your odds of being raided are exactly what they were, the floor under them has not changed, and the share a raid takes from someone with no investment is untouched.
  • Two left in this series: heists, and laundering.

v0.97.0 — Time Off For Good Lawyers

Aug 16, 2026
  • The points that were doing nothing now do something. Last update told you how much of your jail-chance reduction had stopped counting — for some of you that was fifty points of gear and skills buying nothing at all. Those points are not wasted any more. Once you cannot lower your odds of being taken in any further, everything past that comes off your sentence instead.
  • It applies to every way there is of ending up in a cell — a job gone wrong, a fight, a blown heist, a deal that went bad, a raid, a failed break-out. Whatever put you in there, you are in there for less time.
  • Nobody was nerfed to pay for it. Your chance of being taken in is exactly what it was, and the limit on how far gear can lower it has not moved. If your gear was already under that limit, nothing about your game changes at all — this only touches points that were being thrown away.
  • There is a floor on it. However deep you are invested, you always serve at least a quarter of the sentence. Being very well connected should get you out early, not make jail stop existing.
  • If you are so far past the limit that you cannot serve any less, the rest makes your bail cheaper — and that part has no ceiling, so there is no point at which buying more stops meaning anything. Nobody on the server is deep enough to see this yet. It is there so that nobody ever hits another dead end.
  • Your Stats tab now says where the points went instead of saying they are doing nothing, because they are not any more.
  • This is the first of several. Jail was the worst case and it went first. Raids, heists and laundering have the same problem and are getting the same treatment, one at a time, with the economy checked in between — loosening two things in one week teaches us nothing about either.

v0.96.0 — Nothing Is A Sure Thing

Aug 16, 2026
  • Bodyguards are priced on what you are actually worth now. The fee was always meant to be a percentage of your net worth, but it only ever counted the cash in your pocket — and almost everyone keeps their money in the safe. Nine of the ten richest players were paying the same minimum as somebody with nothing, including one sitting on half a million. Your safe counts toward the price now. If you have never banked much, nothing changes for you: the minimum is untouched.
  • Killing someone puts a price on your head even if you were already wanted. It was supposed to already. It did not — the game refuses to post a second contract on a player who already has one, and it was failing quietly, so three of the first ten kills on the server cost their killer nothing at all. A second kill was free. It now adds to the contract that person already had out on you. A contract somebody else posted is untouched; theirs is theirs.
  • No heist is a sure thing any more. With enough gear and a full crew the easier jobs could reach a genuine 100% — not a rounded-up display, an actual guarantee. Heists now sit inside the same 5–95% range fights have used for months. Payouts and the bonus for bringing more people are exactly as they were: a bigger crew is worth what it always was, it just cannot buy certainty.
  • The Private Clinic was quietly the best property in the game. It gave the same protection as the strongest piece on the shelf for half the price, which made everything priced between the two a bad buy. It costs what it is worth now. Nobody who already owns one loses anything — the item itself is unchanged.
  • Rare gear explains its own small print. A Rare piece shows most of its numbers 35% higher and two of them unchanged, which looks broken and is not: jail and Heat reduction are deliberately identical at every rarity, so that buying rare gear can never make getting caught impossible. Those two now say so on the item instead of leaving you to work it out.
  • You can pay off your Heat at the Corner. Buying drugs is the fastest way to get hot, and Heat is what turns a raid from bad luck into a matter of time — but the only place to clear it was the jail, so every run meant leaving and coming back. The full price is shown before you commit.
  • The Corner explains the risk properly. Selling a smaller amount does not make a deal safer: a deal is one roll of the dice however much you move, so splitting a load into five sales rolls five times instead of once. Size costs you when you BUY, in Heat, and that is what raises the odds on the next one.
  • Your slots multiplier stops disappearing. Picking ten spins and then being offered a hold used to wipe the setting back to one. Held boards are still one spin at a time — that is a decision, not a batch — but the machine remembers what you had chosen.
  • A full crew chain can fall back to Bitcoin. If the chain you picked has no room left there is now a tick-box to put it through Bitcoin instead, rather than being turned away. It is off by default and the higher rate is written on the label, because Bitcoin costs double and that is not a choice worth making on your behalf.
  • New on your profile: how much of each stat is doing nothing. Some numbers stop counting once they hit a limit — jail chance cannot go below a job's own minimum, the laundering fee never drops under 5%, a raid can never become impossible. The game never mentioned it, so you could keep buying a stat long past the point where it did anything. The Stats tab now tells you what you own, how much of it can actually be used, and how much is going to waste. Under the limit, it tells you how much room is left instead.
  • To be clear about that last one: nothing was taken away and no limit changed. It only tells you what was already true. What to do about the wasted points is the next question, and it is being worked on.

v0.95.0 — Worth Something

Aug 12, 2026
  • Killing the NPC boss who put a contract on you now pays. Yesterday it only tore the contract up.
  • It pays half of what the contract was worth, in dirty cash. Half rather than all of it because nobody ever set that money aside — a player who posts a bounty puts the cash up front and you take the lot, an NPC crew just says a number.
  • Each of them can only pay you once. Kill the same boss again and there is nothing to tear up, so there is nothing to collect. If you want it a second time, somebody else has to want you dead.
  • That still makes going after them the cheapest way out of a contract. Paying one off costs you money; ending the crew that posted it earns you some.

v0.94.0 — You Got There First

Aug 12, 2026
  • If someone puts a contract on your head and you kill them before their hit lands, the contract dies with them. Every open contract they had out on you, gone.
  • And you take what they put up for it. When a player posts a bounty, that money leaves their pocket the moment they post — it sits in escrow waiting for whoever collects. Kill them and you are whoever collects. It goes to you, clean, in full.
  • A contract posted by an NPC crew works the other way round. Nobody ever put money aside for those, so tearing one up buys you safety and nothing else. Killing the boss who wanted you dead is still the cheapest way out of it — the alternative is paying them off.
  • One limit, and it is the whole point of the rule: this is for getting to your hunter before they get to you. If the price on your head is there because you killed them, killing them again will not clear it. Their people remember who started it.
  • A contract somebody had out on a third party is not affected. That money is still on the table and somebody can still collect it.
  • If a crewmate finishes a hit you called, it is their contracts that get torn up. Whoever pulls the trigger is who got there first.
  • The Manual pages on Bounties and Hit Contracts both cover it.

v0.93.0 — Nobody's Looking At You

Aug 11, 2026
  • There is a new page called Consignments. People with product who would rather not make the trip themselves post it there, and somebody else carries it for a fee.
  • Only players with no crew can take that work. Anyone can see the board and anyone can post to it, but a crewed player cannot pick a load up. This is the one part of the game that belongs to people running alone.
  • Here is why anyone would pay for this. You gain Heat when you buy drugs, never for carrying or selling them — so by the time someone has a load worth moving, they are already hot. Raids read the Heat of whoever is holding the goods, not whoever bought them. A cold runner carrying a hot dealer's product really is safer than that dealer would be. They are not buying your time. They are buying the fact that nobody is looking at you yet.
  • Which also means your Heat is the thing you are selling. Let it climb and the work dries up.
  • Loads are collected in person, in the city they are sitting in. Once one is on you, you cannot sell it — it is not yours, and the only thing you can do with it is deliver it. A raid can still take it off you. That is the risk you are being paid for, and it is real.
  • You are paid on delivery, and only on delivery. Get it there and the money is yours. Get caught at the handoff and you are arrested, the load is gone, and you are paid nothing — the person who posted it loses their product and gets their fee back. Both of you lose, which is exactly why the fee is worth what it is.
  • Every load shows your own chance of being caught before you commit. That number is yours specifically — your Heat, your class, your gear. Two people looking at the same job are not looking at the same offer.
  • Bring something with room in it. On foot you can carry five units of anything, total, and most loads are bigger than that. A cheap van is the difference between reading the board and working it.
  • You carry one job at a time. If a raid leaves you short and you cannot deliver the whole load, drop the run — what survived goes back to whoever posted it. It costs you the job and it marks your record, but it beats sitting on goods you cannot sell.
  • The board keeps count of how many loads you have landed out of how many you took, and anybody can see it. Nothing forces a poster to care, but the fee is theirs to set, and people notice.
  • Posting one yourself: pick the product, the amount, where it goes and what you will pay. The goods and the fee both leave you the moment you post. You are paid whatever the destination pays when it arrives, not what it was paying when you posted — prices move, so a long deadline fills faster and gambles more. That is your call. If nobody takes it, or your runner fails, everything comes back.
  • Product sitting on the board still counts against what you can carry. This is not a way to store things.
  • There are people out there posting work besides other players, so the board is not empty on a quiet afternoon.
  • There is a page on all of it in the Manual, under Drug Run.

v0.92.0 — Somebody Has To Make Them

Aug 9, 2026
  • Crews can build a bullet factory. It sits on the Infrastructure track alongside the roster and laundering upgrades, and the first tier is what creates the line — there is no separate purchase.
  • A crew with a line sets its own price, and anyone can buy from it. You do not have to be in that crew, or on good terms with it. The price is public and it is the same for everybody, including the players who are not in a crew at all.
  • Two limits hold the whole thing up, and neither of them is negotiable. Nobody can charge more than the Supplier does — the Supplier never runs out, so a crew that prices too high is simply ignored. And nobody can charge less than it costs to make the rounds, because that part of every sale is burned before the crew sees any of it.
  • That second one applies to your own members too. A crew selling at cost is running the line for nothing, so a factory is not a way to hand your family free ammunition — it is a business, and the money is in selling to everyone else.
  • What is left between those two numbers is your margin. Undercut a rival all you like; it works right up until you are selling at cost, and then it stops working.
  • A line refills on its own and stops when it is full. Rounds you did not sell are production you did not do.
  • The Supplier lists every crew that is selling, cheapest first, next to its own price — so you can always see whether anyone is actually beating it.

v0.91.0 — Bring Enough

Aug 9, 2026
  • Guns need bullets now. Knives do not. That is the whole rule, and everything else follows from it.
  • Only firearms — pistols, shotguns, SMGs and rifles — use ammunition. Every melee and non-lethal weapon in the shop swings for free, forever. Roughly half the catalog never has to think about this at all.
  • Rounds come off your stock when you attack, rob or sabotage someone, when you call a hit, when you finish one, and when you sign onto a heist. Crimes do not touch it.
  • How many depends on what you are holding. A rifle takes one shot and burns one round. Pistols and shotguns burn two. An SMG burns four — it sprays, and now you pay for the spraying. Carry two guns and you feed two guns.
  • That gives two weapons at the same price something new to argue about. The SMG and the Hunting Rifle both cost $18,000; the SMG hits harder, the rifle aims better, and the rifle is now four times cheaper to run. Neither one is the right answer.
  • Run dry and that gun will not fire. You are never stuck, though: bench the firearm, pick up something that does not need feeding, and everything is available again. You will be giving up damage or accuracy for it, which is the point — a bat always works, and a bat was never the best thing you could be holding.
  • Ammunition is sold at the Supplier for dirty cash, at a flat price a round, and there is a limit to how much you can carry. Buy past it and you will be sold what fits rather than turned away.
  • The Supplier now shows what each of your own actions costs, priced off the guns actually on you. Your bullet count sits in the top bar beside your Nerve, and there is a page on it in the Manual.
  • This is meant to be something to keep on top of, not something to go broke over. The price is small on purpose. What it costs you is remembering to stock up before you go out.
  • If someone kills you, the rounds on you go the same way as the cash in your pocket. You were carrying them.

v0.90.0 — Know Your Numbers

Aug 9, 2026
  • New Stats tab on your profile. Every number the game actually adds up when it decides an outcome, broken down into where each point came from — base, gear, skills — and what it totals. Your attack, your crime odds, your laundering rate, how much cargo you can carry, all of it. Most of these were being applied to you without ever being shown.
  • It also tells you where your stack has stopped working. Stacking a fourth property gives you less than the first did, and past a certain point laundering discounts do nothing at all — both now say so on the page instead of quietly wasting your money.
  • These are your own numbers and nobody else can see them. Odds against a rival still live on the Street, where they always have.
  • Roulette: everyone can place several bets on one spin now, not just Financiers. A Financier still stacks twice as deep, which is the perk. Each bet costs your full stake and each is priced the same, so this buys you coverage, not better odds.
  • Roulette: your chips stay on the felt after a spin. They used to be swept off every time, so playing the same layout twice meant tapping the whole board again. There is a Clear button for when you actually want them gone.
  • Slots: pull once, spin up to ten times. Every spin is a real spin at your stake with the same odds and the same jackpot — it just saves your finger. The run stops on its own if the machine offers you a hold, if the jackpot lands, or if you are running low, so nothing important goes by in a blur.

v0.89.1 — They Leave You Something

Aug 9, 2026
  • A raid no longer takes your entire drug stash. The feds now confiscate the same share of what you are carrying as they already took of your dirty cash — a large bite, but not the whole load.
  • Why it changed: the books said the run was not worth making. Of every ten loads bought, six reached a buyer, one died on a bad deal and better than two were seized outright — so running drugs lost money across the board, even though the deals that did land were healthy. The trade was never underpriced. It was that too little of it survived the trip.
  • The risk of dealing itself is untouched. A deal on the Corner can still go wrong at the same rate, and that is still the part the Street trade knows how to soften. Prices and margins are unchanged.
  • This makes the run worth making again — it does not make it rich. If you are carrying a load while your Heat is up, you are still the one holding it.

v0.89.0 — Worth The Risk

Aug 8, 2026
  • The hardest jobs are hard again. Gear, skills and your specialization now count for less on a job that was always meant to be dangerous, and as much as ever on the ones that weren't. The Armored-Truck Job was landing about three times in four — roughly as safe as work paying a fifth as much. It isn't any more.
  • Payouts are untouched. Nothing pays less per job than it did yesterday; the difference is how often the big ones come off. If you have been living at the top of the ladder, expect to feel it there and nowhere else.
  • Nothing changes for anyone still working their way up. The lower tiers move by a point or two at most, and Shoplifting not at all — the correction lands on the stacks big enough to have flattened the risk out of the game, which is where it was always aimed.
  • The odds on the crimes page are the real ones, as always. They already show the new numbers.
  • Energy banked while you sleep is back. Overflow above a full bar is held for you again, up to ten hours' worth. It was switched off for a few days on the suspicion it was flooding the streets with cash; the ledgers say otherwise, and all switching it off really did was tax anyone who goes to bed.

v0.88.0 — Hold The Line

Aug 7, 2026
  • Turning back an attack on your turf now earns Respect. It goes to whoever last dug in on that district — within the last day — rather than being split across the crew, because the person who paid the Nerve and the crew's cash is the one who defended it. Ground nobody has shored up still holds on its own, it just doesn't pay anyone. Your crew banks Rep for it either way.
  • Surviving an attack on you now earns Respect too. Small, and it won't make anyone rich — but until now being someone else's target was pure downside, win or lose. It only counts against people outside your crew and its allies, and the same attacker can only pay you a few times a week.
  • Laundering earns Respect, scaled by how much you wash. The Financier's whole trade counted for nothing toward rank before this. If you launder for someone else, the Respect is yours — you did the work.
  • These share the same weekly limits as everything added last release, all shown on your Profile page. Crimes, heists and taking ground are still unlimited.

v0.87.0 — Earning Your Keep

Aug 7, 2026
  • Drug runs now earn Respect. Selling a load you carried in from another city pays rank progress on top of the cash — the bigger the load, the more it pays. Somebody pointed out that rank only ever came from crimes, jailbreaks and heists, and they were right: an entire trade route counted for nothing.
  • Reinforcing your turf now earns Respect too. Digging in costs Nerve and crew cash, and until now taking a district paid while holding one paid nothing at all.
  • Moving weight also raises your profile. A dealer working corners is a dealer people notice, so a run makes you more visible to other players — that part is a real trade-off, not a bonus.
  • Both of these pay up to a weekly limit of their own, and your Profile page shows exactly where you are against each one. Crimes, heists and taking ground stay unlimited, and nothing you already earn has been reduced.

v0.86.0 — Sleep On It

Aug 6, 2026
  • Energy no longer goes to waste while you're away. Once your bar is full it keeps banking — up to 10 hours' worth — and that banked Energy tops the bar back up as you spend it. Log in twice a day and you now lose nothing at all, where before a night's sleep quietly threw away about a third of your day's Energy. You'll see it next to your Energy in the topbar once there's some there.
  • Market crashes take 8% of your Dirty Cash instead of 30%. Nobody had ever multiplied it out: a crash lands roughly every nine hours and compounds on whatever survived the last one, so at 30% it was destroying more Dirty Cash than the whole game creates. It was even cleaning out people who hadn't logged in for a week.
  • Gang-war flare-ups strip far less control from turf — 4 points instead of 10. Crews were spending their whole day attacking and shoring up just to stand still, while the flare-ups flipped districts neutral faster than anyone could take them.
  • Harder crimes are properly harder again. Gear, skills and your specialization were adding a flat bonus to every job, so enough of them made a tier-10 armed job about as safe as pickpocketing while paying 26 times more per Energy. A bonus now counts for less the harder the job is, and the top tiers carry real risk again. Your own specialization is still your best odds — that hasn't changed — and every job on the board still shows you its true number before you commit.

v0.85.0 — Family Business

Aug 5, 2026
  • Paying off a cop to drop your Heat now costs Dirty Cash, not Clean — a corrupt cop was never taking a cheque.
  • Finishing a hit is no longer just for whoever called it. Once the clock is out, any of their crew can walk up and pull the trigger.
  • A kill now shows up in What's Happening on the dashboard, right alongside attacks and turf wars.
  • The Ward — where a hit gets called and finished — is Hospital-only again. It was crowding the Street page, and the hospital is the kill zone.

v0.84.0 — Finish What You Started

Aug 5, 2026
  • Fixed: putting someone in the hospital could burn through nearly all your Nerve, and by the time you had enough left to call the hit, they were already back on their feet — especially against NPCs and at low-to-mid rank. Hospital stays now last long enough to actually make the call.
  • Marksman's Adrenaline skill now also discounts the Nerve cost of calling and finishing a hit, not just Attack, Rob, and Sabotage.
  • The wait between calling a hit on a player and being able to finish it is down from 4 hours to 30 minutes — still real time for them to notice and react, not most of a day.
  • Calling a hit on an NPC has no wait at all now. Nobody stands guard for an NPC and nobody's coming to save one, so there was never a real clock there to begin with — it can be finished the moment it's called.

v0.83.0 — Making Rounds

Aug 4, 2026
  • The Hospital is organized into tabs now — Recovery (your own condition), The Ward, Pharmacy, and The Morgue — instead of one long page to scroll through.
  • The Ward — where a hit gets called and finished — now shows up on the Hospital page too, not just the Street. Same panel, same buttons, either place.
  • Calling a hit, finishing one, and standing guard now show exactly what each move costs in Nerve and Heat, and a greyed-out button says why instead of just sitting there.
  • New: The Morgue, a log of recent kills in whatever city you're standing in — who went down, who did it, and how many times each of them has been on either side of it.

v0.82.0 — Word Has It

Aug 4, 2026
  • Every city now has a story. Check the new "The Coast" section in the Manual, the paragraph on each City page (and who actually holds it — Ashport reads "No family," because nobody senior has ever wanted the place), and the tagline under every destination on the Airport departures board.
  • The locals sound like where they're from now — NPCs on The Wire carry a bit of their home city's manner into how they talk and brag.
  • Fixed: after a season reset, every family boss introduced themselves on The Wire as "a rising street hustler" for about a week, no matter how long they had actually run things. Crew leadership speaks for itself now, whatever the raw number says.
  • The Supplier's Contraband Crate moved off the shelf and up into a button on the page's own sign — same price, same odds, same daily limit, just out of the way until you actually want it.
  • "How the Supplier works" is now its own tab, instead of a fold-out sitting on top of the shelves.

v0.81.0 — Held as Evidence

Aug 4, 2026
  • When a RICO raid takes a piece of your hot gear, it is no longer destroyed on the spot. It goes into a federal evidence room, and for 24 hours a contact of yours can pull it back out for Dirty Cash.
  • The raid itself did not get gentler. Raids fire exactly as often, take exactly as much cash and stash, and jail you for the same two hours — this is a door that opens afterwards, not a softer raid.
  • What it costs scales with what you are worth rather than with the item, so it stays a real price for a rookie and a real price for a boss. A better grade of piece costs more. You can pull two pieces out every seven days, and past that no figure buys a third — that limit, not the price, is the actual brake.
  • Reached from the raid notification and from a doorway on the Jail page, which is where you will be standing when it happens.
  • Let the 24 hours run out and the piece still is not destroyed — it goes to the new Federal Auction, where anyone but you can bid on it. Someone else walking around in your gear is meant to sting more than losing it quietly did.
  • Bidding is Dirty Cash and your money is held, not spent: the moment somebody outbids you it comes straight back. A bid in the last 15 minutes pushes the gavel back, so nothing here is won by refreshing at the right second.
  • The winning bid is burned. Nobody is paid for a piece the government took — least of all the person it was taken from.
  • The auction is in the menu under Supplier. Both halves have full Manual pages with every number on them.
  • Worth knowing, and it was always true: gear you are not wearing cannot be seized at all. Benching your hot pieces before a risky run still costs nothing.

v0.80.1 — Sabotage Lands Again

Aug 4, 2026
  • Fixed: a sabotage that FAILED threw an error page instead of telling you what happened — and it had been doing that since sabotage shipped. Your Nerve was spent and the attempt did resolve on the server; you just never got told. Failed sabotage now reports itself like every other action.

v0.80.0 — The Truck Runs Again

Aug 4, 2026
  • The Supplier is taking deliveries again — Contraband Crates are back on.
  • There is a limit now: the Supplier moves a set number of crates your way per day, and the crate shows how many you have left. The window rolls, so each crate comes back to you a day after you opened it rather than at some reset hour.
  • That limit is the point. Crates are the only place rare and legendary gear exists, and money should not be the thing that decides who gets it — with a cap, a quiet week of crimes buys you the same shot at a Legendary as a fortune does.
  • Nothing about the box itself changed: still no junk inside, still around 70% above Common and roughly one in seven Epic or better.
  • Thanks to Swandle for the ticket asking for a cap instead of the shutters staying down.

v0.79.1 — Messages Catch Up

Aug 4, 2026
  • Fixed: a private conversation between two players still looked like an old chat-bubble app after last week's visual pass — it now reads the same way as The Wire and your crew's Channel.

v0.79.0 — Bench and Buy

Aug 3, 2026
  • Fixed: the notification bell in the top bar was capped at showing "5", no matter how many were actually waiting for you.
  • Bought enough real estate to carry more than one weapon, vehicle or property at once? A full category used to just refuse a new purchase and send you off to unequip something first. Now the Supplier lets you pick what to bench right there and buy in one go.

v0.78.0 — Pick Your Own Cover Photo

Aug 3, 2026
  • You can now upload your own cover photo, no gallery to pick from this time — your choice. It sits behind your name on your public file.
  • Crews can do the same for the crew's letterhead, both on Crew HQ and on the public crew page. A Boss (or whoever they have trusted with Settings) sets it.
  • Fixed: some uploads were being rejected before they even reached the game with no useful message. Cover photos and profile pictures now accept files up to 4MB.

v0.77.0 — Every Room In The House

Aug 3, 2026
  • Six rooms got done up in the last update. Every other page in the game just got the same treatment — the whole app is one look now, not a patchwork of the old style and the new.
  • Crimes is a board that prints your real odds, not the crime's own number. Success, jail chance, everything — worked out for you, not left for you to guess at.
  • Heists is built around the crew running it. The success number on the page is finally the same one the roll actually uses.
  • The Leaderboard is one page you can act on — five boards, "Where you stand" for all of them up top, and how far you are from the rank above you.
  • The Hall of Fame is a trophy hall for closed seasons, instead of a box that was always empty.
  • Your Dashboard is rebuilt around the numbers it used to hide — readouts, gauges and panels instead of one bordered box repeated twelve times.
  • The City page shows who actually runs the place at a glance, and your Crew HQ is a real headquarters — one letterhead, a page per tab, instead of 1,500 lines of stacked boxes.
  • The Corner finally prints the odds it was always rolling. The Hospital tells you the bust chance for the exact amount you are about to buy.
  • The Phone looks like a phone now. The Register is a real book of names — crew included, which it never showed before. The Crypto Exchange is one board instead of six containers saying four things.
  • The Wire looks like the thing its name always meant, not a borrowed messenger app.
  • Your Territory (the estate) and every city you scout open with the same numbers up front now: how much of it is spoken for, who is winning it, what it pays combined, and whether it can be fought over at all. The world map sits beside the city map instead of stuck small at the bottom of the page.
  • The skill tree finally looks like the diagram it was designed from, not four stacked panels of cards.
  • Your public profile has its own look at last, instead of riding along on a leftover social-media template.
  • Nine more page headers got painted — the airport, bank, bodyguard, casino, city, corner, crew, crypto, dashboard, heists, hospital, influence, jail, profile, PvP, streets, the Supplier, travel and the Wire all have art now, plus a picture for the page you land on when you wander off the map.
  • All six cities got their own painted map. Turf is drawn on the real city now instead of a shared dot grid, and the world map got a real painting too, with all six cities lit up on it.
  • 12 avatar presets and 10 crew crests to pick from, so a fresh account is not stuck with plain initials forever.
  • Shared links to the game — in Discord or anywhere else — show a real preview now instead of a bare URL, and the bot in Discord has a face.
  • Fixed: the page used to jump back to the wrong spot after a casino spin finished; the little count badges in the top bar sit centred over their icons now.

v0.76.0 — Six More Doors

Aug 2, 2026
  • The casino was the first room to get done up. Six more have followed: the airport, the bank, your bodyguard, the jail, the hospital and the Supplier.
  • The airport is a departures board. Destinations, fares and flight times on the flaps, the map beside it, and a gate that tells you why it is shut instead of just refusing to open.
  • The bank is a vault. Your money is grouped by what actually matters — what you are carrying can be taken off you, what is in a safe cannot — and one amount box now serves both deposit and withdraw.
  • Your bodyguard is a person standing there rather than a paragraph about one. You can see at a glance whether anyone is on duty and how many hits they have left in them.
  • The jail has bars, and you read your own clock through them. Bail and the breakout are priced side by side so you can choose, instead of stacked one under the other.
  • Heat is a gauge now, and it fills toward the number where the raids actually start. Forty Heat means nothing if nobody ever told you what ninety means.
  • The hospital has a patient chart. Your health bar changes colour as you get worse, and it tells you how long until you are back to full on your own.
  • The pharmacy now tells you the odds. Every fill is a roll against getting flagged, and the bigger the order the worse it gets — that was always true, it was just never written down. Each shelf shows you the exact percentage for the amount you are about to buy.
  • The Supplier is a lockup full of stencilled crates. Same stock, easier to compare.
  • Buttons that will not work now say why. Short $1,240. Bag full. In jail. No route. No more grey buttons with a mystery behind them.
  • The Supplier finally works on a phone. The Buy and Pawn buttons used to sit off the side of the screen where you could not reach them.

v0.75.0 — New Look, New Tables

Aug 2, 2026
  • PocketVegas has been done up. The roulette wheel is a real wheel now — it spins, the ball runs the other way, and it comes to rest on your number. Tap it if you are impatient.
  • You bet with chips instead of typing a number. Tap them to build your stake, with Clear, half, double and Max for the rest.
  • The slot machine is a machine: three rows behind glass, reels that blur and come to rest one after another, and a lever to pull. Only the middle row pays — the rows above and below are just the rest of the reel.
  • Slots can now offer you a HOLD. After a losing spin the machine sometimes lights up and lets you keep up to two reels where they landed for your next spin, free of charge. It is rare, and it is locked to the same stake that won it.
  • Blackjack plays on the table you bet at. No more jumping to a second screen to play the hand out.
  • Video Poker has opened. Jacks or Better: you are dealt five cards, you keep the ones you want, and the machine replaces the rest. A royal flush pays 800 times your stake. The full paytable is on the machine, and the hand you made lights up on it.
  • Backroom Dice too — craps, one bet at a time. Play the line and ride your point until it comes home or a seven ends it, or take a one-roll shot on the field, on craps, or on a seven.
  • Every dice bet tells you exactly what the house takes on it, from 1.4% on the line to 16.7% on a seven. Nothing is hidden. Choose your poison knowingly.
  • One thing worth knowing at the poker machine: a pair of jacks or better hands your stake back. That is a push, not a win — everything above it is where the money is.

v0.74.0 — Wear Your Rank

Aug 2, 2026
  • Your rank now shows as a role in Discord — Runner, Enforcer, Capo, all the way to Untouchable — and it moves up with you as you climb.
  • Crew Boss and Crew Underboss roles mark who runs a family, separately from your own rank.
  • The Discord button in the top bar is a menu now: join the server, connect your account, or disconnect, from any page.

v0.73.0 — Linked Up

Aug 2, 2026
  • You can connect your Discord account to your ModernMaffia account. The button is on your profile.
  • Once you are connected, your crew gets its own role on the Discord server — and it follows you. Join a crew, leave one, switch sides, and the role sorts itself out.
  • The bot will DM you when something urgent happens while you are away: someone attacks you, a hit goes out on your name, the feds raid you, your turf comes under threat. Nothing routine, and you can switch it off on your profile whenever you like.
  • The news feed in the Discord calls connected players by name instead of just describing them. It will not ping you — it only shows who is who.
  • Four new commands in Discord: /mm profile for your rank and condition, /mm online for who is about, /mm bounties for the open board, and /mm prices for the street. Only you see the answers.
  • Your Discord name stays private unless you choose to show it on your profile. Connecting does not put it in front of anyone.
  • We only ever read your account name. Never your messages, never your other servers.

v0.72.1 — Come In, Door Is Open

Aug 1, 2026
  • The Discord is open to everyone now — no need to ask for an invite.
  • There is a Discord button in the top bar on every page. One click and you are in.
  • The server has a welcome page explaining the game, what each specialization does, and the house rules. Worth thirty seconds before you post.

v0.72.0 — Word Travels

Aug 1, 2026
  • New: ModernMaffia has a Discord server, and the game posts to it by itself.
  • Releases land there the moment they go live, so patch notes reach you without you having to check the site.
  • Big things that happen in the world — crew wars declared, turf taken, bounties collected, heists pulled off — get posted as they happen. The same feed you see on your dashboard, out where everyone can read it.
  • Bug reports and feature requests you send in from the game show up there too, so you can see when something you reported gets picked up and worked on.
  • The bot in the server shows how many players are online right now.
  • Ask an admin for an invite while we finish setting the place up.

v0.71.0 — The Raid Leaves a Paper Trail

Aug 1, 2026
  • Fixed: a RICO raid now lands in your notifications, listing exactly what the feds took — the cash, the piece of gear they confiscated, every drug out of your stash, and how long you are inside for.
  • Before this, only the cash left a record. Lose a weapon or your whole stash and the message was gone the moment you clicked away, with nothing anywhere to tell you it had happened.
  • Worse: if you had no dirty cash on you, a raid wrote down nothing at all. Those raids were completely invisible — even we could not count them.
  • Fixed: a raid no longer eats the news it interrupted. Take a district and get raided on the way out, and you were only ever told about the raid — never whether you actually took the ground. Both are reported now.
  • Same for crimes, attacks, robberies and heists: the job tells you how the job went, and the raid tells you about the raid.

v0.70.0 — Knock It Down

Aug 1, 2026
  • New: crews can tear down a venue they own. Until now a build was permanent — there was no sell, no move, no demolish.
  • That was worse than losing a slot. There is only one of each business per city, so a Pawn Shop built in the wrong district locked every crew in that city out of Pawn Shops for good. Tearing it down frees the slot and puts the licence back on the table for anyone.
  • You get half the build cost back in Clean Cash, and the page tells you the exact figure before you click.
  • One exception: if the turf has been attacked in the last 6 hours, you get nothing back. You can still burn the place down rather than hand it to whoever is taking the district — you just do not get paid for it. The same rule stops a crew taking a district purely to sell off what they captured.
  • Anything sitting uncollected in the register goes with the building, the same as it would if you lost the district.

v0.69.0 — Go Now

Aug 1, 2026
  • Heists no longer make you sit and wait once your crew has turned up. The recruiting window is a deadline now, not a delay.
  • New: a Go now button on the run. The moment the minimum crew is on board, whoever started the job can send everyone in — no more staring at a timer with the whole team already standing there.
  • A run that fills to its maximum sets off on its own. Nobody else could join anyway.
  • Going early costs you nothing except the odds you already knew about: crew size is what buys your success chance, so leaving with the bare minimum keeps the bare-minimum chance. Each extra body is still worth +12%.
  • The window only runs down now when too few people showed up, and that still calls the job off and refunds everyone.

v0.68.1 — Your Energy Bar Was Lying

Aug 1, 2026
  • Fixed: gym and lifestyle gear was working exactly as advertised, but nothing on screen showed it. Your Energy bar, the figure in the top bar and the "time until full" countdown all showed the numbers for a player owning nothing, whether or not you had a Personal Trainer equipped.
  • That is now your real ceiling and your real refill time. Nothing about the gear changed — a Personal Trainer always did refill you 40% faster and hold 10 more Energy. You just could not see it.
  • Fixed: cancelling a heist, or one that never filled, refunded your Energy only up to 100. Anything above that was lost.

v0.68.0 — Keeping the Books

Jul 31, 2026
  • New: the Run Log, linked from the top of The Corner and the Hospital. Every deal you make is written down — what you paid, what you were paid, the price per unit, and which city.
  • It records the deals that go wrong, too. A bust used to leave no trace anywhere once the message had scrolled away; now it says exactly how many units were seized and how long you were in a cell.
  • Money that quietly vanished is now itemised: a Trap House crew's skim on their turf, and any RICO raid that fired off one of your deals, are both listed against the deal that caused them.
  • Totals at the top cover everything you have ever traded, not just the page you are looking at.
  • Fixed: a crew's Financier could never be changed. The job silently went to whoever in the crew had been playing longest, forever — kicking and re-inviting them could not move it, because that is not what the game was looking at.
  • Bosses now pick their Financier from a panel in the crew Settings tab. Leave it on automatic and nothing changes for your crew.

v0.67.1 — Your Weekly Allowance Was Wrong

Jul 31, 2026
  • The reset wiped your Respect but did not wipe your weekly Respect allowance along with it. That was a bug, and it has been fixed for everyone.
  • If you played hard before the reset, the game still thought you had used up this week's allowance — so since Friday you have been earning Respect at half rate toward a rank you no longer had. The two busiest players were hit hardest.
  • Everyone's weekly counter has been cleared. You are back to full rate immediately, and you are not waiting until Monday for it.
  • This mattered more than slow ranking: Soldier is what unlocks fighting, Death and starting a crew, so the bug was quietly holding the whole server back from the things that just shipped.
  • Sorry. It was invisible from your side, which is the worst kind.

v0.67.0 — Five Small Annoyances

Jul 31, 2026
  • You can now lock an item. Hit the padlock next to anything in your inventory and it cannot be pawned or listed on the Fence until you unlock it — no more losing the good piece to a mis-click.
  • Being honest about the limits: a lock protects you from yourself, not from the game. A RICO raid, a confiscation after a death, and hot-goods seizure will all still take a locked item.
  • The lemon and the orange on the slots were two yellow circles at reel size and people were misreading their own spins. The orange is a watermelon now.
  • The Crimes page was, in a player's words, enormous. Each card is tighter and the grid fits four across; the loot breakdown folds away behind a click. Every number that was on it is still on it.
  • The Corner now shows how much of each product you are already carrying, right next to its price — no more scrolling between three different tables to work out whether to buy.
  • Collecting all your venues at once now writes a single line in the crew ledger instead of one per venue. A crew with a dozen venues no longer buries its own history every time it collects.
  • All five of these came from your tickets. Keep them coming.

v0.66.0 — Hold Your Ground

Jul 31, 2026
  • You can defend your turf now. Until today you could not — and that was not a difficulty setting, it was a hole. A district's control could only ever go down: rival attacks chipped it, the Gang-War Catalyst took a slice off everyone, and there was no action anywhere in the game that put any back. Every district any crew has ever held was on a one-way trip to neutral.
  • Your own districts now have a Shore up button, on the City page and the Territory page. It costs Nerve and comes out of the crew's Clean Cash, priced against that district's upkeep, and it pushes control back up — as far as 100%, which was never reachable before.
  • The cooldown sits on the district rather than on you, so a bigger crew cannot just rotate members through it to make ground untakeable. It will beat the weather and the occasional raid. It will not beat a rival who genuinely wants your turf.
  • Taking ground is worth more, too. Claiming a neutral district and seizing a rival's both start you at roughly double the control they used to, and the Gang-War Catalyst now takes half as much when it fires.
  • That last part has been live since this afternoon, which is why turf started behaving differently before this note appeared. Sorry — the explanation is late, not the change.
  • Worth knowing if you hold turf right now: none of this is retroactive. Districts held before today kept the control they had. They climb by being shored up, not on their own.
  • One knock-on worth planning around: district income is scaled by control while upkeep is charged in full. Turf you are barely holding has always paid a fraction of its listed rate. Now that control can actually be raised, holding ground firmly is worth real money for the first time.
  • The Manual's Territory & Businesses page has been rewritten to cover all of it.

v0.65.1 — No Wall At The Door

Jul 31, 2026
  • We put email confirmation in front of the whole game this morning. That was heavier-handed than it needed to be, and it is gone — you can register and start playing straight away again.
  • Confirming your email now does exactly one thing: it releases your 50,000 starting stake. Play as long as you like without it; the cash is simply waiting when you click the link.
  • There is a second reason worth doing it, and it does not expire. If you forget your password and your address was never confirmed, there is no way for us to get you back into your account.
  • Nothing changes for anyone already playing. Your account was confirmed for you and your money is where you left it.

v0.65.0 — The Game Can Write To You

Jul 31, 2026
  • ModernMaffia can finally send email. It never could before — which means the "Forgot your password?" link on the login page has been doing absolutely nothing since the day the game opened. It works now.
  • If you are ever locked out, use it. You will get a link that lets you set a new password, good for an hour.
  • New players now confirm their email address before they can play. You will not notice this — your account is already confirmed and nothing changes for you.
  • It is there because signing up hands out 50,000 and a bodyguard, and until today nothing stopped somebody scripting that a thousand times over. Making a new account cost a real inbox is the cheapest honest fix.
  • Mail comes from noreply@modernmaffia.nl. If something from us lands in your spam folder, marking it as not-spam genuinely helps everyone who signs up after you.

v0.64.1 — Too Many Requests

Jul 31, 2026
  • Fixed the "429 Too Many Requests" wall. If you have hit it — most likely at the blackjack table, clicking hit or stand — it was a bug on our side, not you playing too fast.
  • There is a speed limit on every action, to stop scripts hammering the game. It turned out all of those limits were sharing a single counter, so playing eight quick hands of blackjack used up your entire minute of everything else too — banking, crimes, travel, the lot.
  • Each action now has its own limit, which is what was always intended. Playing one part of the game no longer locks you out of the rest of it.
  • Blackjack got a little more headroom on top, so dealing and standing keep pace with hitting.
  • And if you do somehow out-run a limit now, you get sent back to the page you were on with a note saying how long to wait, instead of a blank error screen with no way back.

v0.64.0 — Death

Jul 31, 2026
  • You can now kill other players. It is the biggest thing we have ever added, you voted on every part of it, and it is built to be slow, loud and stoppable — nobody dies to a single click.
  • It takes three steps, hours apart. Put someone in hospital the ordinary way. Then call a hit — which kills nobody, and instead starts a public clock that the target and their entire crew are told about immediately. Then come back once the clock runs out and finish it. Only the person who called it can finish it.
  • That gap is the whole point. You asked for a warning and a few hours to react rather than being finished the moment you log off, so the clock is that warning.
  • Your crew can stop it two ways. Any crewmate in the same city can stand guard — the finisher has to put them in hospital first. Or anyone with medical product can heal you out, which takes the hit off completely. That is the second job the hospital pharmacy always quietly had.
  • Rescues get harder. Pulling the same person out repeatedly inside a day costs more medicine each time. A crew can save someone; a crew cannot save someone forever.
  • If it lands you lose what you are carrying — cash on hand, weapons, vehicles and product. You keep everything in your safe, your property, your skills and your crew. Bank what you can when you see the warning.
  • You also drop a rank, and enough Respect goes with it to make the drop stick. This is the single exception to Respect only ever going up, and we are naming it plainly rather than quietly changing the rule.
  • Killing is not free. Every penny the victim was carrying goes straight back out as a bounty on the killer, payable to anyone who collects. And for two days after dying you can attack whoever killed you regardless of the usual matchmaking band — no hiding behind being out of your league.
  • There is no cap on how often you can kill. The Nerve, the Heat, and the price on your own head are the cap.
  • The other families are in this too, both ways round — you voted for that. You can kill NPCs, and killing a crew boss stops that crew contesting territory until they recover, which is a real way to take the pressure off a district.
  • And they can put a price on your life. A crew holding a grudge may post a kill contract instead of an ordinary one. It is marked as such on the Bounty Board, anyone can take it, and it pays a good deal more — because whoever collects has to put you in hospital, call it, and come back, with your crew in the way the whole time. It only pays if you actually die; beating you up collects nothing.
  • The manual has a full page on it, including exactly what the counterplay costs.

v0.63.0 — You Can See Who Is Hurt

Jul 31, 2026
  • The Street list now shows what condition everyone is in: Healthy, Hurt, Badly hurt, or Critical.
  • You asked for it in exactly this shape. Given the choice between an exact health number and a rough read, you picked the rough read — so that is what this is. You can tell whether someone is worth going after; you cannot tell to the point how close they are to dropping.
  • The bands are printed under the table so you know what each word means, along with how fast people heal. We are not going to make you guess where the lines are.
  • Nothing else changed. This is information, not a new move — the same attacks, the same odds, the same costs. It just stops the page hiding something it always knew.

v0.62.0 — Fresh Start

Jul 31, 2026
  • The city has been reset. Everybody starts again from nothing, at the same moment, on the same rules.
  • Your account survived. Same login, same password, same name — nothing to re-register and nothing to claim back. What is gone is everything you played for: cash, gear, rank, respect, skills, prestige points, territory and stash.
  • Every crew has been dissolved. Not emptied — dissolved. There are no crews at all right now except the families already out there, and the map is theirs until somebody takes it off them.
  • You cannot start a crew immediately, and that is deliberate. Founding or joining one needs Soldier, which is 130 respect, so the first stretch is on your own. Earn your way in.
  • Everyone has $25,000 clean and $25,000 dirty to get moving. Same for everybody.
  • Why do this at all: the economy had drifted a long way from what it was meant to be, and several of the fixes we shipped this week only really mean anything measured from a clean start. Patching around a decade of accumulated money would have taken longer and worked worse than starting over.
  • This is not a season rollover — there is no prestige carried across and nothing was kept back for anybody, including the admins. A full record of the old economy was exported before the wipe, so the old game still exists as history even though it no longer exists as a save file.
  • Your feedback tickets, your votes in the open polls, and the manual all survived untouched.

v0.61.0 — Crew Coins

Jul 31, 2026
  • The Exchange is no longer a building somebody owns. Crypto has left the district map entirely: there is now one Global Crypto Exchange, owned by nobody, reachable from your Phone anywhere. No more travelling to a city and paying whatever the local crew decided to charge that week.
  • This started as a design document written and submitted by a player. Most of the idea and nearly all of the vocabulary is theirs.
  • The exchange takes a flat 10% on every chain, same as it always has, and that money is destroyed. What you now choose is what happens on top of it.
  • Bitcoin is the regulated public exchange: it charges another 10% — so 20% all in — and that is gone too. What you get for it is that Bitcoin is completely clean. Nothing you move through it raises your Heat, ever.
  • A crew chain is far cheaper: at most 5% on top, and that part goes to the crew running it instead of being burned. The catch is that it is unregistered plumbing, so it raises your Heat, scaling with the size of the wash.
  • So there is no right answer, on purpose. Short of money? Use a crew chain — even the greediest one at 5% beats Bitcoin, and no crew can price above the public exchange because the cap is deliberately half its rate. Already warm, or about to do something that needs your Heat low? Pay the 20% and stay invisible. Washing a big pile through a crew chain near the RICO line is how people get raided.
  • Your crew can list its own chain. Name it, give it a symbol, set a surcharge of up to 5%, and every wash that runs through it pays your treasury. Registering takes a Financier who can manage crew businesses and a one-off fee from the crew bank; they become the chain's operator and take a cut of what it earns, though never from their own washes.
  • And yes, you can use your own chain. The surcharge leaves your pocket and lands in your treasury, so a crew washing on its own chain effectively pays just the flat 10% — the cheapest laundering available to anybody. It still costs Heat, which is what stops it being free.
  • Every number is on screen before you commit. The listing shows what each chain costs you and how much Heat it will add for the exact amount you are moving, cheapest first.
  • Crew chains fill up. A chain can only move so much every 6 hours, and that limit is shared by everyone using it — not per person. It refills gradually rather than all at once: each wash stops counting 6 hours after it happened, so room comes back continuously instead of everybody racing for a reset.
  • Which means when the cheap chains are full, you go somewhere else — a rival's chain, or Bitcoin. Bitcoin is never full. That is exactly the moment paying double for the clean option earns its keep.
  • There is no priority for the crew that owns the chain. First come, first served. A rival can deliberately dump money through your chain to fill it and lock your own members out, and they do not need to declare a war to do it.
  • Your chain's ceiling is an upgrade. Every chain starts at the same limit so nobody begins ahead — you raise yours through the crew Infrastructure track, with Rep and cash. A fully upgraded chain moves several times what a fresh one does.
  • Coins are a service, not an asset. There is no coin price, no exchange rate, no trading, and no holding a balance in someone's coin. You are choosing whose plumbing to run your money through, nothing more.

v0.60.1 — Crates Are Worth Opening Now

Jul 31, 2026
  • Crates were boring and we could prove it. Two out of every five rolls were worth under $3,000, and more than half came out Common — so most of the time you paid up and got a tire iron. That is a bad moment, not a bad price.
  • No more junk in the box. Nothing below $8,000 can come out of a crate any more. Every single one is now gear you would actually consider equipping.
  • The gamble is rarity, which is the one thing the Supplier cannot sell you — every item on their shelves is Common. Around 70% of crates now come out above Common, and roughly one in seven is Epic or better. That is up from 45% and one in seventeen.
  • Crates now cost $20,000, up from $6,500. That sounds steep, so here is the honest maths: you get about two-thirds of your money back pawning a roll you did not want, which is the same proportion as before. You are paying more for a much better box, not getting a worse deal on the same one.
  • Crime drops are untouched. Crimes stay the main way you pick up gear — free, on jobs you were doing anyway, with each crime dropping its own kind of loot. The crate is what you reach for when you specifically want a shot at something rare.
  • Nothing about the pawn rules changed. Crate goods still pay the flat 40% for everybody, and that mark still follows the item if it changes hands.

v0.60.0 — Every Job Drops Its Own Loot

Jul 30, 2026
  • The Streets page is a grid now. Every crime is a card with its own artwork, its numbers laid out properly, and — the point of the whole thing — exactly what that job can drop, before you spend the Energy on it. This started as a player suggestion.
  • Each crime has its own loot table. Shoplifting no longer rolls from the same pool as an Armored-Truck Job. Every card tells you how often that job drops gear, which categories it can hand you and roughly how the odds split, and the most a single drop can be worth.
  • What drops is logical, not random. Boosting a car can hand you a vehicle, or a weapon out of the glovebox — it will never hand you a penthouse. Ransomware only ever yields Property; nothing physical falls out of an encrypted hard drive. A spotter on a rooftop keeps the key to the room.
  • The bigger the job, the better the loot. This is the real change. Every crime used to share one flat 4% chance and one shared pool, which quietly made Shoplifting the best way in the game to kit yourself out — about nineteen times better per point of Energy than the Armored-Truck Job, at a fraction of the jail risk and the Heat. Ninety-three percent of what tier 1 was worth came from the drop, not the payout. That is backwards, and it is fixed: drop rates now climb from 3% to 12% with the tier, and only the Capo-tier jobs reach the top of the catalog at all.
  • Nothing was taken away from anyone. No payout, success rate, Energy cost or jail chance changed. The high tiers got better at dropping gear rather than the low tiers getting worse — Shoplifting drops roughly what it always did in cash terms, it just cannot hand you a $50,000 supercar any more.
  • Two new crimes. Pension-Fund Skim (Financier, Enforcer) and Exchange Cold-Wallet Drain (Hacker, Capo) fill the two gaps where those specializations had no job of their own in a whole rank band — so every class now has something carrying its +10% at every stage of the ladder. Both use the exact numbers of an existing crime at the same tier, so nothing about the ladder shifted.
  • Crates can now be switched off if they ever need to be. A safety valve after yesterday, nothing more — they are on, they work, and they are still the only place any item in the game can turn up with no restrictions.

v0.59.0 — Every Crate Was a Free Roll

Jul 30, 2026
  • Crates were an unlimited free reroll for rare gear, and someone found it. Pawning a crate item gave back almost exactly what the crate cost — so you could open crates all day, sell the junk, keep the Legendaries, and it cost you nothing. Another good catch. For the record: it was never printing money, it was printing gear — the top crate roller was down about $56,000 across eleven hundred crates and walked away with seven Legendaries.
  • Crate goods are now marked. Anything that came out of a crate pawns at the standard 40% — no specialization bonus, no skill-tree bonus, for anybody — and that mark stays on the item even if it changes hands on the Fence.
  • Your pawn bonuses are untouched on everything else. Street still gets its +15%, Fence Ties still gets its +6%, on crime drops, on gear you outgrew, on anything you bought off the Fence. Those bonuses are for moving goods you earned. They were never meant to make gambling profitable, and that is the only thing that changed.
  • The crate itself got friendlier, not harsher. Because the loop is closed properly now, we could stop squeezing the odds: you get about 79% of your money back when you pawn a roll you did not want. Fishing for a Legendary now costs real money, but opening a crate for gear you will actually use is a better deal than it was yesterday.
  • Cheap gear comes up more often than expensive gear now. The crate used to pick from the whole roster with every item equally likely, which quietly made the average crate worth more than it cost. Most crates are a small item; the big scores are the gamble. Rarity is still rolled separately, so a Legendary anything is still on the table.
  • Rarity no longer doubles your way out of the law. A Legendary property used to give twice the jail-chance and Heat-gain reduction of a plain one — three of them together were enough to bottom out both, permanently. Those two stats are now the same at every rarity. Everything else still scales: rarity makes your gear stronger, it just does not buy you immunity.
  • As always, the numbers are on screen. My Items now shows a Crate tag and the exact percentage the Pawn Shop will pay for every single item you own.

v0.58.0 — The Wheel Was the Cheapest Wash in Town

Jul 30, 2026
  • The casino was laundering money cheaper than laundering was. Betting Dirty Cash paid your winnings out in Clean — for free. Roulette costs the house 2.7% and blackjack about 2%, against a 10% laundering fee, so the smartest thing you could do with dirty money was put it on red. Some of you worked that out. It was a good find and we would rather name it than quietly patch it.
  • Dirty stakes still pay out in Clean Cash — that is not going away. The winnings are now charged the same conversion fee you would pay laundering it, and the casino tells you the rate before you bet. Every discount you have earned still applies, exactly as it does at the Crypto app. The house edge sits on top, so the tables are now the more expensive way to clean money, and the honest reason to play them is the upside, not the rate.
  • On the street: heat and bust risk now follow the price. The drug wearing this period's expensive band is also the one that costs you Heat and can get you busted, instead of risk staying pinned to one product while the money moved around it. A quarter of all market periods were handing out the best margin in the game on a drug carrying almost no risk at all. The dangerous run should be the profitable one.
  • The corner's buy/sell spread widened from 10% to 13%. A modest trim, on purpose — running drugs earns more per action than anything else in the game and costs no Energy and no Nerve, but the real answer to that is risk, not thinner margins. This is a nudge, not the fix.
  • The board still shows you the Heat you will pay per unit before you buy — and now that number is the one that actually gets charged.

v0.57.0 — The House Always Gets a Cut

Jul 30, 2026
  • Last patch we gave laundering a minimum fee. Then we went looking for the same mistake everywhere else — and found it in five more places. The pattern was always the same: a percentage you could stack discounts against until it hit zero, at which point the mechanic quietly stopped existing.
  • The Fence now takes a minimum 10% cut. A Hacker with the Fraud branch and a smartphone was selling for free — 31 points of discount against a 20% cut. Your discounts still work; they bottom out at half the standard cut instead of at nothing.
  • Failing a job can always land you in jail. Cover used to be able to remove the risk completely — a single property item was worth more than the worst job in the game is dangerous — so gear could make failure consequence-free. Cover now cuts a job's jail risk by at most 75%.
  • Heat can no longer be reduced to nothing. A full set of the right properties added up to more than 100% reduction, which meant Heat never rose, which meant RICO never came for you. Heat reduction now caps at 75%, so it always builds, just far slower if you have invested in it.
  • RICO is no longer escapable outright. One keystone was enough to make a raid literally impossible forever. Deep investment now makes it rare rather than impossible — there is always at least a small chance.
  • Crimes are never a certainty. Success now caps at 95% and floors at 5%, the same rails PvP has had since v0.49.0. The easiest jobs were mathematically guaranteed, which also meant every success bonus past that point was doing nothing for you.
  • Dealing on the corner always carries some risk. Street's delivery bonus was bigger than the base bust chance, so for one specialization the risk was exactly zero.
  • Tier 10 crimes are worth doing again. They cost 20 Energy to tier 9's 12 but paid less per Energy, less per minute AND less respect per Energy — at the same rank, with more Heat and more jail time. There was no reason to ever touch them. They now cost 15 Energy. Tier 8 got a payout bump for the same reason.
  • The big heists are finally the big heists. Per hour of cooldown, Corner Store Stickup was the best heist in the game and the Casino Vault paid less than the starter one — which is why the usage numbers showed 22 Corner Store runs against 0 Diamond Exchange. Casino Vault and Diamond Exchange pay more, all four upper heists have better odds and shorter cooldowns, and Corner Store's cooldown went from 30 to 42 minutes.
  • Flagship odds specifically: Jewel-District 52% to 55%, Armored Convoy 44% to 48%, Casino Vault 38% to 44%, Diamond Exchange 32% to 38%.
  • None of the above is a stealth change: every number here is visible in-game, and the Fence now shows the exact cut you pay before you list anything.

v0.56.1 — Nothing Washes Free

Jul 30, 2026
  • Laundering now has a minimum fee of 5%. Stacked deep enough, discounts could take a wash all the way to 0% — a fully invested Financier, a maxed Hacker, or any crew that owned a casino was cleaning money for literally nothing. Discounts still work and still stack; they just bottom out at half the standard fee instead of at free.
  • If that was you, laundering costs you something again. It is a real nerf and we would rather say so than let you find it in a balance sheet — the fee is the main thing keeping dirty money worth less than clean money.
  • The crew bank could advertise a laundering fee lower than the one it charged. It now quotes the exact fee your crew will pay.

v0.56.0 — Death: Round Two

Jul 30, 2026
  • The three Death polls are closed — thanks to everyone who voted, turnout was almost total. Four new ones are up, and they decide the details: what you see before you attack, whether a crew can save someone marked for death, whether the NPCs are part of it, and how often anyone should be able to kill.
  • Four polls can now run at once instead of three.
  • Poll results start collapsed so a row of polls no longer pushes your dashboard down the page. Each poll has its own show/hide, plus one button up top that opens or closes all of them at once.

v0.55.7 — Closing The Loophole

Jul 30, 2026
  • You can no longer buy and sell the same drugs in the same city — the deal only pays off once you've actually run the goods somewhere else.
  • The Corner's market reshuffle timer now has a little randomness to it instead of resetting on a perfectly predictable clock.

v0.55.6 — Bug Fix

Jul 30, 2026
  • Moved the pop-up notification toast to the bottom-right corner — it was covering the topbar buttons before.

v0.55.5 — Bug Fix

Jul 30, 2026
  • Fixed several spots where the dark theme showed a jarring light panel instead of matching the rest of the page — the PvP fighting-form breakdown, the Hall of Fame season note, unread notifications, your leaderboard rank, and the casino Deal/Spin buttons.
  • Fixed tooltips (like the success-% and pocket-cash hints on the Streets page) sometimes showing up completely blank.

v0.55.4 — Who Else Is Here

Jul 30, 2026
  • The Streets page now tells you how many players are actually in the city with you but outside your matchmaking range, instead of just silently leaving them off the list.
  • Added a "How matchmaking works" explainer to the Streets page covering the Profile range rule.

v0.55.3 — Bug Fix

Jul 29, 2026
  • Calling off a heist before it fills up no longer puts that heist on cooldown — you can start it right back up again.

v0.55.2 — Bug Fix

Jul 29, 2026
  • Fixed the rank progress bar showing no progress at all for some longtime players.

v0.55.1 — Poll Results, Tidied Up

Jul 29, 2026
  • Once you've voted on a community poll, it now shrinks down to a small results box instead of taking up the same amount of room as before. Click "Change my vote" to bring the full poll back if you want to switch your answer.

v0.55.0 — The Book On The Business

Jul 29, 2026
  • The Manual is now the real deal — a full reference covering how everything actually works: crimes and jail time, Heat and getting seized, gear and the black market, heists, bounties, the casino, travel, rank and skill trees, Influence and world events, and the social side of the game. The FAQ is still there for a quick answer; the Manual is where you go for the whole story.
  • It reads like an actual reference book now, too: every article down the left side with a search box to jump straight to one, a table of contents on the right for longer pages, and your place in the book always marked.

v0.54.1 — New Address

Jul 29, 2026
  • ModernMaffia now lives at modernmaffia.nl. The old mm.neldasi.nl address still works and will forward you here automatically — no need to do anything, but update your bookmark when you get a chance.

v0.54.0 — Keeping Tabs

Jul 28, 2026
  • You can now follow players from The Register. Followed players are pinned to the top of the directory in their own section, so they stay visible even while they're offline.
  • Every entry in The Register now shows when a player was last seen, not just whether they're online right now.
  • Searching The Register now suggests matching names as you type, the same way the crew invite box already does.

v0.53.0 — No Waiting Around

Jul 28, 2026
  • Flights now land instantly. You still pay for the distance — the flight time has become a wait before your NEXT flight instead — but you spend it standing in the city you flew to, able to work, rather than stuck in the air unable to do anything.
  • You can fly no more often than before, so nothing about running drugs got easier. What changed is that the minutes are yours now: crimes, the Corner, territory and the streets all work the moment you touch down.
  • The long heists were eating whole sessions. Between signing up and the job finishing you could not commit a crime, travel, fight or take turf — up to 80 minutes for the Diamond Exchange. The four big heists now run far shorter: Jewel-District 8-14 min, Armored Convoy 10-16, Casino Vault 12-20, Diamond Exchange 14-24.
  • The cooldown after a heist now only applies to THAT heist. Pull a Corner Store Stickup and the Corner Store is closed to you for half an hour — but the Numbers Game, the Jewel District and everything else stay open. Getting a crew together at the same time is the hardest part of a heist, and until now doing it once locked all of you out of every job for up to two hours.
  • Cooldown lengths themselves have not changed, so the big scores are exactly as rare as they were. A crew that is together can just work through the ladder instead of stopping dead after one job.
  • The two starter heists were already a sensible length and have not been touched.

v0.52.0 — Read The Room

Jul 28, 2026
  • Fixed the clock. Everything the game recorded — every payout, every bank movement, every turf grab — was being written two hours ahead of when it actually happened, which is why the news feed kept announcing things that were about to happen. All existing history has been corrected too.
  • A lot of the game was hard to read, and in a few places nearly invisible. Your notifications, the "your fighting form" panel under the street list, your leaderboard standing and the crime type tags were all pale text on a pale background. They are now properly legible.
  • Quantity boxes you can't use — a drug you can't afford, a load you have no room for — were showing white text in a white box. You can see the number again.
  • The Richest leaderboard was showing the wrong number next to each name. It ranked people on everything they own, including the safe and the crew stash, but printed only what was in their wallet — so anyone who banks their money looked broke and the whole board looked mis-sorted. It now shows what it actually ranks on.
  • Crews that paid for extra roster slots were not getting them where it counted. The crew list still showed the old limit of 20, and worse, it marked such a crew "Full" at 20 members and hid the Request to Join button entirely — even though the crew had room and would have accepted you.
  • The Hospital pharmacy makes sense again. Prices were being shuffled between the drugs each period while their healing stayed fixed, so some periods the mildest painkiller was the single most expensive way in the game to heal a point of health. Medical prices now stay tied to what each drug actually does — the dearer ones buy you a shorter hospital stay, not just more health.
  • Demand board contracts now pay for the trip they ask you to make. The reward was worked out from the price of the goods alone and ignored the airfare, so some deliveries lost money even when everything went right — and one was impossible to fill at a profit from any city in the game.

v0.51.0 — Open Streets

Jul 28, 2026
  • Fixed a real problem: the always-online crews had gone quietly invisible to everyone. Notoriety-based matchmaking meant an active player and a low-activity crew member could drift out of each other's range — and once you were out of range, you could sit on an empty street for hours.
  • Matchmaking is now symmetric: if you can see someone, they can see you back. And the crews on the street are always reachable, however far your own notoriety has climbed.
  • Fixed a dead end: a player with only Dirty Cash and no phone had no way to ever get Clean Cash, since every route to laundering ran through owning one and every phone cost Clean. The cheapest phone can now be bought with Dirty Cash instead.
  • Pawning your only phone now warns you first — it takes your banking and fencing apps offline until you buy another.
  • The demand board on the Corner now only pays out on product you actually ran in from another city. Buying and cashing in on the spot never worked as intended, and now it doesn't work at all.
  • Fixed the street price list: the numbers shown for cities you're not standing in now match what you'd actually pay and get there, instead of a number in between that matched neither.
  • Rebalanced the slots paytable: a couple of symbols paid out of order versus how often they land. Nothing else about the odds changed.
  • The street page now tells you plainly when you're not yet a high enough rank to rob, attack or sabotage, instead of just quietly refusing the click.
  • Buttons you can't use yet now look like it — dimmed and marked, not just slightly faded.
  • Fixed a font that had never actually been loading since launch — a broken file path meant the game had been running in a fallback font this whole time.

v0.50.0 — Empty Pockets

Jul 28, 2026
  • The street list now shows what each target is actually carrying. A rob takes a cut of someone's wallet — never their safe — so a rich player who banks their money is worth nothing to rob, and now you can see that before you spend the Nerve.
  • Robbing someone with nothing on them now says so plainly instead of looking like you missed. Winning that roll and getting $0 was indistinguishable from losing it, which made Rob look broken when it was working exactly as designed.
  • Because everyone can now see your pockets too, the page warns you when you are carrying a lot of clean cash in the open, and points you at the safe. Money in the safe cannot be robbed and earns interest.
  • The Supplier now tells you when you own gear you cannot equip. Buying a second weapon when you only have one slot quietly swapped it out and left the old one doing nothing — it now says so, and points at the real estate that raises your slots.
  • None of this changes any odds or payouts. It is all information that the game already had and was not showing you.

v0.49.0 — Know Your Odds

Jul 28, 2026
  • The street list now shows your exact chance of success on every Rob, Attack and Sabotage, before you spend a single point of Nerve. Hover it to see the full sum — base rate, your gear, your experience, and how much of it their property cancels out.
  • No fight is a foregone conclusion any more. Every roll is kept between 5% and 95%, so the hardest target in the city can still be caught out and the best-equipped attacker can still miss.
  • This fixes something that was quietly broken: some matchups were sitting at a literal 0%. Nerve was being spent on attacks that could never land, with nothing on screen to say so.
  • Stacking the same kind of gear now gives diminishing returns in a fight. Your best weapon counts in full, the next at half, the one after at a quarter — and property defence works the same way. One great piece beats four mediocre ones.
  • Your loadout is not weaker than it was on paper — the same rule applies to the people hitting you. Middling matchups have barely moved; the extremes have come in.
  • The new "Your fighting form" panel under the street list shows exactly what your equipped gear is worth after that, so you can see what a purchase will actually buy you.
  • Cargo space, heat reduction and jail protection are untouched — the change only affects fight rolls.

v0.48.0 — The Long Climb

Jul 28, 2026
  • The ladder is longer: 10 ranks instead of 6. Four new ones to earn — Runner, Fixer, Kingpin and Untouchable — and the top of the ladder is now a season-long climb rather than a couple of days' work.
  • Nobody has been demoted. You keep the rank you earned, and rank can now only ever go up.
  • Respect now has a weekly allowance. Earn up to 1,200 respect a week at full rate; past that, extra jobs still pay respect, just at a reduced rate. Your profile shows where you stand and when it resets.
  • This only ever slows down rank. Cash, gear, loot and skills pay full rate no matter how much you play — grinding still makes you rich, it just can't make you Boss in a weekend.
  • If you play a normal amount you will never touch the allowance. It exists so a long ladder doesn't turn into a second job for the people chasing the top of it.
  • Territory is now open from Enforcer instead of Capo, so you can get into the turf war sooner.
  • Jail sentences and hospital stays no longer creep up just because there are more ranks above you — the per-rank penalties were cut to match.

v0.47.0 — Price on Your Head

Jul 27, 2026
  • New: the rival families now put out hit contracts of their own, and the Bounty Board is no longer empty when nobody's posted anything. Anyone can fill one — land the hit and the prize is yours in dirty cash, plus respect. It is loud work, so expect the heat that comes with it.
  • New for Marksmen: you see what city a mark is in and whether they're free, jailed or in the hospital, you get first look at a fresh contract before the rest of the board hears about it, and a contract kill draws less heat on you than it would on anyone else. No bigger payout — just a cleaner shot at it.
  • The families now hold a grudge. Take a district off one and it remembers who did it: expect it to come back for that turf specifically instead of picking a fight at random.
  • And if you keep taking their turf, they may put a price on your head. You will be told the moment it happens, and who wants you dead.
  • Two ways out of a contract on you: pay it off outright on the Bounty Board — dirty cash, and they charge a premium for the trouble — or hire a bodyguard, who will stop the hit before it lands. Your dashboard now points you at both.
  • You have to be a Soldier before anyone comes looking, and once a contract on you is settled you get a day's peace before another one can be posted.

v0.46.0 — Family in Every City

Jul 27, 2026
  • Every city now has its own rival family holding turf, instead of one outfit sitting in Redgate while the rest of the map stayed quiet. Expect your districts to get contested wherever you set up.
  • New: a Street who botches a jail break-out no longer ends up in the cell next to the friend they were trying to spring. The Heat and the risk of a raid still land — but a Street can keep trying. Your crew's Street is now the one to call when someone's inside.
  • The Jail page now tells you upfront what a rescue attempt actually risks, and whether a Street is running that risk or walking clear of it.

v0.45.0 — Know a Guy

Jul 27, 2026
  • New: if your crew has a Financier, they now quietly handle your money washing. Cash out on the Crypto app and you pay a smaller fee than you would alone — and the Financier earns a cut for the trouble. Neither of you has to do anything; the Crypto app tells you who's handling your books.
  • You will never be routed into a worse deal — if washing it yourself is already cheaper for you (Financiers, or anyone deep into the laundering skill branch), you keep your own better rate.
  • The Crypto app now shows the fee you actually pay instead of always quoting the standard rate — Financiers were being shown a higher number than they were really charged.

v0.44.0 — Spread the Risk

Jul 27, 2026
  • New: Financiers can now place multiple bets on a single roulette spin — a number, a dozen, and even/odd, all at once. Flip the new Multi-bet toggle on the board to try it.

v0.43.1 — Ring Ring

Jul 27, 2026
  • Fixed a bug where your pinned Phone apps weren't showing up in their left-menu submenu.

v0.43.0 — Fit Check

Jul 27, 2026
  • New: Loadouts on My Items. Save what you're currently wearing under a name, then switch between builds in one click — up to 3 saved at a time.

v0.42.3 — Tidy Up

Jul 27, 2026
  • My Items is now sorted by category (and equipped items first), instead of a jumble in purchase order.
  • Rare-and-up gear now shows a "vs standard" badge on My Items, so you can see at a glance how much stronger it is than a Common.

v0.42.2 — Quick Change

Jul 27, 2026
  • Crew stash: the dirty-cash withdrawal lock is down from 12 hours to 2, so it doesn't eat most of a day every time you top it up.

v0.42.1 — Called It Off

Jul 27, 2026
  • Heists: the organiser can now cancel a still-recruiting run early with a Cancel button, refunding everyone's Energy instead of forcing the whole crew to wait out the signup timer.
  • Clarified the Adrenaline and War Veteran skill descriptions — they cut Nerve cost on PvP actions and territory takeovers respectively, not each other's.

v0.42.0 — You Called?

Jul 27, 2026
  • The vote is in — Phone moved off the topbar and into the left menu, with all your pinned apps in a submenu, so it stops crowding the corner icons.

v0.41.2 — Pin It On Them

Jul 26, 2026
  • Sabotage now works the way it should: a successful hit dumps Heat on your target AND cools you off in the process, instead of just adding to your own.

v0.41.1 — Move Faster, Collect Faster

Jul 26, 2026
  • Travel is quicker on every route, and there's no more cooldown sitting between flights — a run to another city eats a lot less of your Drug Run window than it used to.
  • Crew Venues: fixed the list jumping around after you collect from one, and added a "Collect all" button so you don't have to click through them one by one.

v0.41.0 — Word of Mouth

Jul 26, 2026
  • New Demand Board on The Corner: named buyers put out orders for a specific drug delivered to a specific city, and pay a premium over the going rate — plus a little respect. Source it cheap, run it in, hand it over.
  • Your board is your own. Orders are sized to what your vehicle can carry, so nothing on it is ever out of reach — and a bigger hauler gets offered bigger, richer loads.
  • A delivery is still a street deal, so it can go bad and land you in a cell — that risk is exactly what the premium pays for. The board refreshes with the market, and you can fill each order once per refresh.
  • Street specialists own the corner: you'll see extra orders on the board and take less heat on a delivery — your edge, the way Hackers read the market and Financiers wash the cash.

v0.40.2 — Know Your Ride

Jul 26, 2026
  • Your vehicles now show how much cargo they haul — a "Cargo" badge on each ride in your items, so you can pick the right one for a drug run at a glance.

v0.40.1 — Fresh Every Couple Hours

Jul 26, 2026
  • Drug prices now refresh every couple of hours instead of every few days — the board moves fast, so keep an eye out for the current deal.

v0.40.0 — Street Value

Jul 26, 2026
  • Drug prices now hold steady between reshuffles — no more numbers sliding around while you're trying to trade.
  • The market reshuffles on a timer, and which drugs are cheap or pricey gets shuffled too — there's no permanent "best drug" any more, so check what's actually worth running this time.
  • Hackers — and any crew with a Hacker in it — can now see live drug prices in every city at once, tapped straight into the feed. A real edge for spotting the best run.
  • Closed a loophole that let you profit by buying and selling drugs in the same city. The money is in carrying product to where it's worth more, the way it was always meant to work.

v0.39.0 — Crew Headquarters

Jul 26, 2026
  • The Crew page is now a proper HQ: a customisable dashboard where every member arranges their own widgets, plus a live roster, an activity feed, and your territory at a glance.
  • Crew Progression — earn Crew Rep just by playing (holding turf, working venues, taking districts), level your crew up, and spend Rep plus treasury cash on permanent crew-wide upgrades.
  • The Territory & Business tab is reorganised, and the Crew Bank now keeps a ledger — see exactly who deposited or withdrew, plus every venue, tax and upkeep move.
  • Diplomacy is rebuilt as a Powers & Rivals board: every crew's level, size, turf and your standing with them at a glance, with alliances and wars managed inline.
  • You can now open any crew to see its roster and standing — handy for sizing up rivals.
  • Financiers now earn a cut of the fee for laundering the crew's money, just like laundering for a crewmate.
  • Bosses can delegate specific abilities to individual members from Settings, so trusted lieutenants can help run the crew.
  • Crew chat now lives as a dashboard widget you can place wherever you like.

v0.38.1 — Quiet the Street

Jul 25, 2026
  • New toggle on The Wire: hide the street chatter so the room shows real players only. Tap the icon in the header to turn it on or off.
  • When nobody wants the chatter, the regulars take the hint and pipe down — it comes back the moment someone switches it on again.

v0.38.0 — Pocket-Sized

Jul 25, 2026
  • Big phone pass: the whole game now fits a small screen properly — no more pinching, squinting, or scrolling sideways just to reach a button.
  • Data-heavy pages — Crimes, the Corner, the Hospital, Jail, the Airport, Crew, Territory, the City and the Fence — now stack into clean cards on phones, so the Buy / Do It / Attack button is always right there.
  • Fixed the top bar spilling off the edge of narrow screens.
  • Fixed the dashboard clipping widgets on phones: Quick Actions with all its slots filled, your Resources, and the rest now show in full.

v0.37.1 — Pin It Down

Jul 25, 2026
  • You can now pin your Profile and your Skills to the dashboard's Quick Actions — head to either tab and tap "Pin to dashboard".
  • Quick Actions now holds up to 12 shortcuts instead of 6, so there's room for the places you actually go.

v0.37.0 — Hard Time

Jul 25, 2026
  • Jail sentences now scale with your rank — the bigger the name, the more time the law throws at you. Fresh Associates serve the base; a Boss/Don does 50% longer for the same job.
  • Eased the sentences at the low end so a bad early roll stings less — a rough start no longer means sitting out an age.
  • New on the Jail page: a "Doing Time" breakdown showing exactly how long you'd serve for each kind of job, your rank's surcharge, and what raises or lowers your odds of getting caught.
  • Bust-Out: you can now try to spring another player from their cell instead of just paying their bail. Spend Nerve for a shot at it — pull it off and you earn Respect and jailbreak cred, botch it and you'll take the Heat, maybe a cell of your own.

v0.36.0 — Have Your Say

Jul 25, 2026
  • Community polls are here — when we've got a question for the family, a poll shows up as a temporary card on your dashboard.
  • Cast your vote right from the dashboard; the card disappears once voting closes.
  • Your Dashboard menu item shows a red badge whenever there's an open poll you haven't voted on yet.

v0.35.1 — Read Receipts

Jul 25, 2026
  • The phone menu now badges each app individually — so when something's waiting, you can see at a glance whether it's a Message or a mention on The Wire, without opening every app to hunt for it.
  • The Wire badge clears once you open it, just like Messages does when you read a chat.

v0.35.0 — On the Move

Jul 25, 2026
  • Your phone now lives in the top bar — hover the phone icon for a quick app drawer (The Register, PocketVegas, the Fence and more), no menu-digging.
  • From the phone screen you can pin any app to the phone drawer or drop it straight onto your dashboard Quick Actions.
  • Your customised dashboard now stays consistent on every device you log in from — arrange it on a computer and it shows the same everywhere (phones display it view-only).
  • New players now start the beta with the bonus split across clean AND dirty cash ($25k each) — a truer taste of the whole economy.
  • Set your profile picture right on your Loadout now (click the portrait), and your public profile shows your loadout and recent activity side by side.
  • "Open a Ticket" moved into your account menu, next to "My Tickets".
  • Locked up? You can no longer shop the Supplier from a cell — make bail first.
  • For moderators: new tickets now raise a red badge on a top-bar queue button, so nothing waits unseen.

v0.34.1 — Cooling Off

Jul 25, 2026
  • Heist cooldowns now scale with the score — the bigger the payout, the longer you lie low afterward (from 20 minutes on the small jobs up to 2 hours on the Diamond Exchange Vault).
  • Keeps the high-end heists from being chained back-to-back. Each heist now shows its cooldown up front.

v0.34.0 — The Big Score

Jul 25, 2026
  • Heists pay off properly now — bigger pots across the board, and a minimum crew is finally a favourable bet instead of a coin-flip.
  • Four new heists join the roster: a full ladder from a low-key Numbers-Game Skim (Associate) up to the Diamond Exchange Vault (Underboss).
  • Smaller heists are safer, bigger heists are riskier — pick reliable bread-and-butter money or swing for a huge single score.
  • The Heists page got a full revamp: a "how it works" explainer plus, on every job, the exact success chance AND each member's cut at every crew size.
  • Post-heist cooldown cut from 60 to 40 minutes.

v0.33.1 — Snug Fit

Jul 25, 2026
  • Dashboard edit mode: widget contents now fill their tile as you resize it — no more empty space when you make a panel bigger.
  • Single-row tiles now sit at a comfortable height so their contents fit without a stray scrollbar.
  • Shrinking a tile below its content now scrolls neatly inside the tile instead of overflowing.

v0.33.0 — Make It Yours

Jul 25, 2026
  • The dashboard is now a customisable grid — hit "Edit layout" to rearrange your home page.
  • Drag tiles anywhere and grab a corner to resize them (1x1, 2x1, 2x2 and more).
  • Add or remove panels from the tray, including new ones: your crew snapshot, live leaderboard standings, the season countdown, bounties on your head, and the slots jackpot.
  • Quick Actions is yours too: hover any left-menu item and tap the star to pin it as a dashboard shortcut (up to 6).
  • Your layout is saved to your account, and a one-click "Reset" brings the classic view back any time.

v0.32.0 — Show Your Face

Jul 25, 2026
  • Set a profile picture — click your avatar on the Profile page to upload one. It shows up on your profile, the player register, direct messages, and The Wire.
  • New public-profile controls: choose whether other players can see your loadout, your track record, and your recent activity — each off until you switch it on.
  • Rank progress got a full makeover: see exactly how much respect you need for the next rank, plus a ladder of every rank and what each one unlocks.
  • Your Skills tree moved onto the Profile page as a tab — one less item in the side menu.
  • Loadout items on public profiles now show the same hover details as everywhere else.

v0.31.1 — Stay Put

Jul 25, 2026
  • Fixed: doing something on a page with tabs no longer kicks you back to the first tab — you stay on the tab you were using.
  • Fixed: buttons on long pages no longer snap you back to the top — the page keeps your place after it reloads.

v0.31.0 — Private Line

Jul 25, 2026
  • Direct messages are here: talk to any player 1-on-1 from the new Messages app on your phone.
  • Start a conversation from The Register or straight off someone's profile — just tap Message.
  • Your inbox shows every conversation with unread badges, and pings you when a message lands while you're away.
  • Someone bothering you? Block them from inside the chat — neither of you can message the other until you unblock.
  • Emoji! Tap the smiley in any chat — The Wire or a DM — to drop emoji into your message. 🔫🥃💰

v0.30.0 — Name Drop

Jul 25, 2026
  • Tag someone in The Wire: type @ and a few letters to mention any player — or NPC — in chat.
  • Get pinged when someone @mentions you on The Wire.
  • Reply button on other people's messages — one tap drops their @name into your box.
  • Deleting a chat message now asks for confirmation, so a stray tap can't wipe a line.
  • Tag an NPC and they just might talk back. Watch for them "typing…".
  • Presence at a glance: players and NPCs now show as online, away, busy, or offline.
  • Fixed: The Register now correctly shows who's online — it had been stuck showing nobody.
  • Fixed: chat and crew-bulletin timestamps were off by a couple of hours (showing times in the "future").

v0.29.0 — Loose Lips

Jul 25, 2026
  • The locals have started running their mouths — watch The Wire for street talk from around the city.
  • Get mugged by the wrong crowd and you might just hear about it in chat.

v0.28.4 — On the Clock

Jul 25, 2026
  • Fixed: in-game times (flight arrivals, cooldowns, jail/hospital release) now show in your local time instead of running two hours behind.

v0.28.3 — Long Game

Jul 25, 2026
  • Balance: the top-tier scores (Armored-Truck Job and High-Value Contract Hit) pay a little less and cost more Energy. They were outrunning everything else — the fastest players were reaching full endgame gear in a couple of days.
  • Energy refills a touch slower — a full bar is now about 3.3 hours instead of 2.4 — so climbing to the top stays a real journey across the season rather than a two-day sprint. Casual play is barely affected; this mostly reins in round-the-clock grinding.
  • Drug running trimmed: sourcing medical drugs at the pharmacy costs a bit more against their street value, and flooding a single market now pushes the price down against you faster — so one dealer can't sit on one lane forever.

v0.28.2 — Wash Cycle

Jul 25, 2026
  • Crypto laundering is cheaper: the fee dropped from 15% to 10%, so cleaning your Dirty Cash keeps more of it. Crypto is now the safe, instant, one-click way to go legit — the casino stays the higher-risk, higher-reward lane if you'd rather gamble your dirty money clean.
  • Laundering now builds Hustle based on how much you clean, not per click — a big wash trains you far more than spamming tiny ones, which no longer pays off.

v0.28.1 — No Surprises

Jul 25, 2026
  • Your bodyguard now keeps you posted: you get a heads-up when he blocks an attack, when his charges run out, and when his time is up — so your protection never just vanishes without warning.
  • The Bodyguard page now spells out exactly how protection ends — his time runs out, he takes his last hit, or you go on the offensive yourself.
  • Roulette has a proper betting board: your bet lights up on the felt so you can see exactly what you're covering, and you can tap the board to place a bet.
  • Fixed hard-to-read links inside coloured notices (like the crew "no districts yet" message) — they now stand out instead of blending into the background.

v0.28.0 — Corner to Corner

Jul 25, 2026
  • New — the drug trade: buy product cheap in one city, run it across the map, and sell where it's dear. Profits land in Dirty Cash.
  • The Corner (under the City menu) is the street market — buy and sell 12 street drugs, from weed up to fentanyl. Higher-tier product pays more but runs hotter and gets busted more often.
  • The Hospital is now a real place: a pharmacy selling medical drugs for Clean Cash. Use them to heal or shorten a hospital stay — or run them to the Corner and sell them on the street.
  • Prices differ city to city and shift every week, and they react to players: flood a market and the price sinks, buy it dry and it climbs.
  • You only see live prices where you're standing. Everywhere else shows your last-seen price, a trend arrow, and a price-history graph — scout the map to find the deal.
  • Vehicles now carry cargo — vans and trucks haul far more product than a bike or a sports car, so your ride decides how much you can move at once.
  • Carrying drugs raises your Heat and makes you a target: a police raid can now seize your whole stash on top of your Dirty Cash.
  • Crews can run a Trap House in a district and skim a cut of every street deal in that city. Federal crackdowns spike drug prices; market crashes sink them.
  • Renamed: the gear shop is now the Supplier (was the Dealer), and Travel is now the Airport — both sit with the Corner and Hospital under the City menu.

v0.27.0 — The Register

Jul 24, 2026
  • New phone app — The Register: look up any player, search by name, and see who's online right now.
  • Every player now has a public profile showing their standing, a track record, and an online/offline status.
  • Player names are clickable across the leaderboard, the city street list, jail, and The Wire — tap a name to open their profile.
  • Set a bio on your Profile page so other players know who they're dealing with.
  • Choose whether to show off your equipped loadout on your public profile — hidden by default, since it's intel a rival could use.

v0.26.3 — Hotfix

Jul 24, 2026
  • When someone pays your bail, you now get a notification telling you who sprung you.

v0.26.2 — Hotfix

Jul 24, 2026
  • Fixed the item stat tooltip showing up empty — hovering an item now displays its bonuses, styled to match the rest of the game.

v0.26.1 — Housekeeping

Jul 24, 2026
  • You can now unequip gear — every equipped item in your inventory has an Unequip button, so you can bench something without buying a replacement.
  • Item stats now show on hover for every item, not just rare ones — point at any weapon, vehicle, property or gadget to see exactly what it does.

v0.26.0 — Learn the Trade

Jul 24, 2026
  • Brand-new skill trees! Every specialization now has its own tree — a keystone perk plus branching upgrades — at the new Skills page.
  • You now level up four proficiencies (Larceny, Muscle, Hustle, Nerve) just by playing. Crimes, fights and hustles all build them, and hitting level milestones earns skill points to spend in your tree.
  • Prestige veterans can buy permanent "ultra" perks that carry across seasons.
  • Heads-up: the skill system has been rebuilt from the ground up, so everyone starts fresh — your proficiencies begin at level 1 and old skill picks are cleared. With most of the season still ahead, there is plenty of time to climb. Your rank, cash, gear and crew are untouched.
  • Under the hood: season rollovers are now much faster.

v0.25.1 — Fits Your Screen

Jul 24, 2026
  • Fixed the "Confirm Path" button being cut off and unreachable on phones when choosing your specialization — the sign-up and onboarding screens now scroll properly on short screens.
  • Energy comes back faster and Heat cools off quicker, matching the pace the game has actually been running at.

v0.25.0 — Watch Your Back

Jul 24, 2026
  • New Bodyguard system: hire muscle to absorb the next few attacks against you (players and NPCs). Every new player now starts with a free bodyguard while they find their feet — the price of hiring one scales with your worth. Careful, though: the moment you go on the offensive, your own protection drops.
  • There are no permanent "safe cities" any more. The starter city is now a normal, contestable city like everywhere else — protection comes from your bodyguard, not from where you're standing.
  • Crews can now contest turf in ANY city, not just their home city. You fight at full strength around your HQ; the farther a city is from home, the tougher the odds — so you can build a multi-city empire, but its far-flung frontier is genuinely harder to hold.
  • Bosses can now move their crew's HQ to whatever city they're standing in, from the Crew page — no more disbanding and re-founding just to relocate. Turf you already hold stays yours.
  • Fixed unreadable reply bubbles in the ticket chat (light text on a light background).

v0.24.0 — Paper Trail

Jul 23, 2026
  • Feedback is now a proper ticket system — every bug report or idea you send opens a ticket with its own reference (like MM-42).
  • Track everything you've sent under the new My Tickets page, and get replies from the team right there. It's a two-way conversation now, not a black hole.
  • Each ticket shows where it stands: New, Planned, In Progress, Done, or Won't do.
  • Redesigned the report popup into a cleaner "Open a Ticket" form, with quick bug / feature / other buttons.

v0.23.0 — Word on the Street

Jul 23, 2026
  • Added The Wire — a global chat room on your Phone where every player in every city can talk. Grab a phone from The Dealer to join in.
  • The Wire has a modern messenger-style look with live updates, and the latest chatter now shows as a peek on your dashboard.
  • You can now pin your favourite Phone apps (PocketVegas, Crypto, The Fence, The Wire) to the left menu — tap the pin on each app to add or remove it.
  • Keep it in character out there: staff can mute players and remove messages, and older lines age out over time.

v0.22.3 — Tick Tock

Jul 22, 2026
  • Every wait now shows a live countdown of the exact time left — jail, hospital, travel cooldowns, and heist cooldowns all count down in real time instead of just showing a bar.
  • While flying between cities, the map now tells you how long until you land.
  • The jail roster shows how much time is left on each inmate's sentence.

v0.22.2 — Tidy Sidebar

Jul 22, 2026
  • The left menu now starts collapsed to icons only, giving you more room for the game. Hover it to peek at the labels.
  • Use the button at the top of the menu to pin it open — your choice is remembered on this device.

v0.22.1 — Know Your Gear

Jul 22, 2026
  • Hover over any item name in your Loadout, The Dealer's My Items tab, or The Fence to see its stat bonuses at a glance.

v0.22.0 — Going Crypto

Jul 22, 2026
  • The Laundromat is gone — washing Dirty Cash into Clean is now the "Crypto" app on your Phone.
  • You need a phone to launder now, same as PocketVegas and The Fence. Grab a Burner Phone from The Dealer if you don't have one.
  • Every city runs its own crypto operation under its own name — Crypto Exchange, The Mixer, DarkWallet, ChainHouse, SunCoin, and Meridian Ledger. The crew that holds the district runs it and sets the local cut, exactly like the old Laundromat.

v0.21.2 — Signposts

Jul 22, 2026
  • Phone: PocketVegas and The Fence now sit right under Phone in the sidebar, so you can jump straight to either without opening the phone first.
  • Renamed "Crew Stash" to "Personal Stash" — it was too easily confused with the shared Crew Bank. It's your own dirty-cash vault that only you can pull from; your crew just hosts the slot. The shared Crew Bank on the Crew page is unchanged.

v0.21.1 — Loose Ends

Jul 22, 2026
  • The Black Market is now "The Dealer".
  • Casino: fixed a bug where hitting Spin again while the wheel or reels were still spinning placed a second bet you never saw resolve — the button now locks until the result is in.
  • Blackjack: your stake no longer resets to the minimum after every hand — it remembers what you last bet.
  • Fixed selected tabs rendering as an unreadable white block on the dark theme.
  • Behind the scenes: rebuilt the admin game-config tools and fixed a bug where saved settings changes were silently not taking effect.

v0.21.0 — Fresh Coat

Jul 22, 2026
  • The FAQ has been rewritten top to bottom for the current game — the Safe and Crew Stash, hot vs legit gear, weapon crates, the Phone, district venues and the local cut, distance-based travel, and more.
  • Every new season now welcomes returning players with a short "fresh start" recap when they log in, so a reset never comes as a surprise.
  • Custom season names now show wherever a season is named — the Hall of Fame, the leaderboard, and the About page — instead of always saying "Season N".

v0.20.0 — Money Laundering, Relocated

Jul 22, 2026
  • Laundering has moved out of the Bank and into its own Laundromat — find it in the sidebar.
  • The Bank is now just your safe: shelter Clean Cash and earn interest, nothing else.
  • Laundering works in every city at the same base fee. Where a crew runs the local laundromat, they take an extra cut on top — so their turf is a little pricier to wash money in.
  • Reminder: the casino still cleans Dirty Cash the fun way — bet dirty, win clean, no fee (the house edge is the price).

v0.19.0 — Bank It

Jul 22, 2026
  • The Bank now has a Personal Safe. Stash Clean Cash there and muggers can't touch it — robbery only ever takes what's in your wallet.
  • Money in your safe earns a little interest each day, but you can't spend from it: move it back to your wallet to use it.
  • Crew members get a Crew Stash — a protected slot for your own Dirty Cash that the feds can't seize in a RICO raid.
  • The stash locks for 12 hours after each deposit, so it can't be used to duck a raid by shuffling money in and out. Leaving your crew returns your stash to your wallet.

v0.18.0 — Stay Sharp

Jul 22, 2026
  • New gear category at The Dealer: Lifestyle. A gym membership, home gym, personal trainer or wellness retreat — the first gear that actually improves your Energy.
  • Lifestyle gear can raise your maximum Energy and/or make it refill faster, so you can run more crimes before you have to wait.
  • You keep one regimen at a time — buying a new one swaps out the old, and the top two trade a bigger bar against a faster refill, so pick the one that fits how you play.
  • Lifestyle gear is legit (Clean Cash, never seized, no heat) and shows up in your profile Loadout.

v0.17.0 — Dirty Money, Clean Money

Jul 22, 2026
  • Big economy change: Dirty Cash and Clean Cash now behave very differently. Dirty is cheap and tax-free, but it draws heat and the feds can seize it. Clean is safe from seizure, but costs a small use-tax whenever you spend it.
  • A RICO seizure no longer touches your Clean Cash — only Dirty Cash (and a hot item) is ever at risk now.
  • Spending Clean Cash on bail, travel, bounties, crew businesses and Dealer gear now includes a small use-tax.
  • The Black Market split in two. The Dealer sells legit gear for Clean Cash — safe, never seized, no heat. Hot gear now only comes from Contraband Crates, lucky crime drops, and other players on the Fence.
  • You can no longer buy a specific hot item for Clean Cash — hot gear is the dirty, risky, RNG path now.
  • Contraband Crates moved to Dirty Cash, raise your Heat when opened, and can now roll a random weapon, vehicle OR property — not just weapons — at any rarity.
  • Rare and Legendary rolls now apply to vehicles and properties too, not only weapons.

v0.16.2 — Caught Up

Jul 22, 2026
  • The "What's New" popup now catches you up on everything that changed while you were away, not just the latest update — if you missed a few versions, you'll see them all at once, newest first.
  • Hit "Got It" to mark yourself caught up; close it with the X instead and it'll wait for you again next time you visit.

v0.16.1 — Wheels Up

Jul 21, 2026
  • Travel now shows an actual plane flying across the World Map from your origin to your destination, in real time — the flight itself is the progress bar.
  • The topbar's info hub now shows an "In Transit" status with your destination and ETA while you're flying.

v0.16.0 — Open Recruitment

Jul 21, 2026
  • Crew bosses (and anyone with invite permission) can now flip "Open Recruitment" on in Crew Settings.
  • When it's on, players without a crew can hit "Request to Join" right from the Crews list.
  • Requests still need an officer to accept them on the Crew page's new Join Requests panel — it's not an instant join.

v0.15.1 — Small Fixes

Jul 21, 2026
  • Disabled buttons across the game now actually show a tooltip explaining why when you hover over them — the reason was already there in the markup, it just never rendered.
  • Added a Read all button to the notifications dropdown, so you can clear it without a trip to the full Notifications page.
  • The Fence app got a bit more flavor text.

v0.15.0 — Burner Phone

Jul 21, 2026
  • Added a Phone — buy one at the Black Market (a cheap Burner or a pricier Smartphone) to get online.
  • PocketVegas and The Fence are now apps on your phone, opened from a new Phone page. No phone, no apps.
  • The Fence has moved off the Black Market entirely and now lives on your Phone.
  • A phone is gear like any other — carry a hot one and it can be seized if you get pinched, same as a weapon or a car. Lose it and the apps go dark until you buy another.
  • A Smartphone shaves a little more off the Fence's cut when you sell.

v0.14.0 — House Money

Jul 21, 2026
  • Jail's bribe card now shows a live running total as you type, plus an estimate of how long until your Heat clears on its own.
  • Roulette and slots now play a short spin/reel animation before revealing the result.
  • Added quick 25%/50%/Max bet buttons to the casino.
  • Added a progressive jackpot to slots: land three 7s and win the whole pot on top of the normal payout.
  • Betting Dirty Cash at the casino now pays winnings out in Clean Cash.
  • Added a Loadout panel (everything you have equipped) and a Track Record panel (crime, PvP, and casino stats) to your Profile.

v0.13.1 — Tidying Up

Jul 21, 2026
  • Fixed pagination controls (notifications, admin lists) rendering as plain oversized arrows instead of proper prev/next buttons.
  • The admin feedback page can now be filtered by category and sorted by column.

v0.13.0 — Made Men Wanted

Jul 21, 2026
  • Beta tester bonus: every new account now starts with $50,000 in Clean Cash — enough to skip the small-time grind and get straight to crews, guns and territory.
  • Bring a friend. Your Profile page has an invite link; when someone joins through it and pulls off 25 successful crimes, you collect $5,000 in Clean Cash.
  • The wait on that payout is deliberate — it keeps the money going to people who bring in real players, not throwaway accounts.
  • Resetting your specialization now re-grants the beta bonus, so a fresh start really is a fresh start.
  • Both bonuses are a temporary beta promo and, like all cash, do not survive a season rollover.

v0.12.1 — Every Second Counts

Jul 21, 2026
  • Fixed a long-standing bug where Energy, Nerve and Health regen was partly thrown away every time you did anything. If you acted more often than it took to earn a full point, you could sit at the same Nerve forever. Heat and Profile now fall off at their proper rate too.
  • Fixed the Pawn Shop quoting less than it actually paid if you had unlocked the "Fence Friendly" skill.

v0.12.0 — Everybody Pays

Jul 21, 2026
  • Venues now charge. Launder money, pawn an item, buy a weapon or vehicle, post bail or pay off a cop — and a cut goes to the crew running that venue in the city you are standing in.
  • The crew that owns the venue sets the rate (capped at 10%). Their own members pay nothing, and neither do their allies.
  • Every rate is shown before you act — on the Bank, Jail and Black Market pages — with prices quoted as the total you will actually pay.
  • Travel now lists the local cuts for every city, so you can fly somewhere friendlier if the locals are bleeding you.
  • Fixed: a crew that had only *proposed* an alliance to you was being treated as an actual ally, which quietly blocked territory attacks against them.

v0.11.1 — Moving In

Jul 21, 2026
  • If your crew owned a business from before venues existed, you can now move it onto a district you hold instead of it sitting nowhere forever. One-way — once it stands somewhere, it stays.

v0.11.0 — Open for Business

Jul 21, 2026
  • Crew businesses are now real places standing in the districts your crew holds — you pick which district when you buy, and they show up on the city map.
  • Only one of each business runs in a city, so a Pawn Shop is a prize somebody else can't have while you hold the ground.
  • Lose the district, lose everything built on it: taking turf now seizes the venues standing on it.
  • Four new business types: Laundromat, Pawn Shop, Gun Store, and Bail Bonds Office.
  • Crews can set the cut their venues take from outsiders (capped, and changeable once an hour). It starts charging in the next update.

v0.10.0 — Know Your City

Jul 21, 2026
  • The world and every city now have real hand-drawn maps — a proper coastline, bays, rivers and roads instead of the old grid of hexagons.
  • Streets is now The City: the map of wherever you're standing, the districts on it, and the people on it, all on one page. Contesting and collecting turf happens right there.
  • Travel moved to its own page, and you pick where you're going straight off the world map.
  • Ticket prices and flight times now depend on how far you're actually going — short hops are cheaper and quicker than before, crossing the whole map costs more.
  • Territory now lists every district your crew holds anywhere in the world, not just the ones in your home city.

v0.9.18 — Marksman's Edge

Jul 21, 2026
  • Marksman now gets an extra accuracy bump in a fight when carrying a rifle-type weapon, on top of their existing damage bonus.
  • The specialization picker on signup now has hand-drawn icons instead of generic stock ones.

v0.9.17 — Front and Center

Jul 21, 2026
  • On wider screens, your Energy/Nerve/Health/Heat/cash status now shows directly on the top bar instead of being tucked behind a dropdown.

v0.9.16 — What's New

Jul 21, 2026
  • New-version announcements no longer get buried in your notification feed — you'll now see them in a popup right after logging in, with an option to stop seeing it until the next update.

v0.9.15 — Visiting Hours

Jul 20, 2026
  • Jail now lists everyone currently locked up (crew, city, time left, bail cost) — and you can pay anyone's bail, not just your own.

v0.9.14 — The Great Escape

Jul 20, 2026
  • Jail isn't just a waiting room anymore — try a breakout instead of paying bail. Costs Nerve, decent odds, but get caught and you'll add time to your sentence and draw serious Heat.

v0.9.13 — Fine Print

Jul 20, 2026
  • Disabled buttons across the app now explain why (insufficient funds/energy/nerve, jail/hospital, cooldowns, permissions) via a tooltip instead of just graying out.

v0.9.12 — Familiar Faces

Jul 20, 2026
  • The crew invite field now autocompletes matching usernames as you type, instead of requiring an exact match.

v0.9.11 — Snapshot Evidence

Jul 20, 2026
  • Feedback submissions can now include an optional screenshot.
  • The Crew page now explains that the Crew Bank is a shared treasury, separate from your personal cash.

v0.9.10 — Small Mercies

Jul 20, 2026
  • Fixed failed-crime and casino push/tie toasts showing green like a win instead of a proper warning color.
  • The roulette table no longer resets your bet back to defaults after every spin.
  • Added a "Max" button to the Bank's laundering amount field.

v0.9.9 — Do the Time

Jul 20, 2026
  • Jail now has its own page, split out from the Bank.

v0.9.8 — Keeping Score

Jul 20, 2026
  • Revamped the leaderboard: see your own rank even when you're outside the top 10.
  • Added a Crews tab with Territory and Bank boards alongside the existing Players tab.

v0.9.7 — Eyes on the Street

Jul 20, 2026
  • Added a quick-glance info panel to the top bar showing your Energy, Nerve, Health, Heat, cash, and jail/hospital status from anywhere in the app.

v0.9.6 — House Rules

Jul 20, 2026
  • The casino now remembers whether you were paying with Clean or Dirty cash, instead of resetting to Clean every time you play.

v0.9.5 — Frequently Asked

Jul 20, 2026
  • Added a public FAQ page answering common questions about getting started, crimes, crews, PvP, and seasons.
  • Energy, Nerve, Health, and Heat on the dashboard now show a live countdown to full (or, for Heat, to clear).

v0.9.4 — Making It Official

Jul 20, 2026
  • Added a version number and this patch notes page, so you can see what changed and when.
  • Added an About page.
  • Replaced the leftover theme-vendor footer with ModernMaffia's own branding.

v0.9.3 — High Roller

Jul 20, 2026
  • Added a playable casino: roulette, blackjack, and slots.

v0.9.2 — We Hear You

Jul 20, 2026
  • Added a feedback button on every page — report a bug or suggest a feature straight to the developer.

v0.9.1 — Under New Management

Jul 20, 2026
  • Cleaned up the sidebar — Profile and Admin moved into the account menu.
  • Added a development banner so everyone knows the game is still being actively balanced.
  • Admins can now create practice bot accounts and delete players from the admin panel.

v0.9.0 — New Season

Jul 20, 2026
  • Added seasons — the world softly resets every few months (cash, rank, gear) while your account, specialization, and crew survive.
  • Added the Hall of Fame, archiving each season's top players and crews for good.

v0.8.4 — The Long Game

Jul 19, 2026
  • Rebalanced the economy so the top-tier gear and payouts are a real late-game goal instead of something you can afford almost immediately.

v0.8.3 — Bigger Arsenal

Jul 19, 2026
  • Weapons, vehicles, and property each grew from 3 options to 20+, each with real trade-offs instead of one obvious "best" pick.
  • Added weapon rarity — gamble on a Weapon Crate or get a random bonus drop from a successful crime, for a shot at a stronger rolled weapon.

v0.8.2 — A Living City

Jul 19, 2026
  • The streets are no longer empty — added NPC characters who run their own crimes, fight for turf, and can be robbed or attacked like any player.

v0.8.1 — Fast Money

Jul 19, 2026
  • Crimes now resolve instantly again — click, get your result, go again — instead of making you wait through a timer every time.
  • Energy regenerates faster to match.

v0.8.0 — New Blood

Jul 19, 2026
  • Added a Danger Zone to your profile: reset your specialization (full character wipe) or permanently delete your account.
  • Added a 4th specialization, Marksman.
  • Added skill trees for every specialization at the new /skills page.

v0.7.1 — First Impressions

Jul 19, 2026
  • Fixed new accounts getting hit with a fake travel lockout right after registering.
  • Cleaned up several cramped pages (Crimes, Black Market, Territory, Heists) after first-time playtesting.

v0.7.0 — Fence & Pawn

Jul 18, 2026
  • Equipment is now real, ownable gear instead of a fixed shop slot.
  • Added the Pawn Shop (instant guaranteed sale) and the Fence (sell to other players).
  • Added real estate — own property to carry more gear at once.
  • Added a Legit Dealer option for buying gear clean, at a markup, with none of the risk of stolen goods.

v0.6.4 — Back-Room Noir

Jul 17, 2026
  • Full visual reskin: oxblood and brass on charcoal, new fonts, a proper "back-room noir" look.
  • First balance pass — tuned Energy, Nerve, crime payouts, crew income, and gear to fix seven core issues found in testing.

v0.6.3 — The City on the Map

Jul 17, 2026
  • Added a visual world map and per-city district maps.
  • The world grew to 6 cities and 17 districts.
  • Added animated progress bars to every timer in the game — crimes, heists, travel, jail, hospital.

v0.6.2 — On the Move

Jul 17, 2026
  • Added browser push notifications, so you can hear about attacks and events even with the tab closed.
  • Traveling between cities now takes real time, and heists have a cooldown before your crew can run another.

v0.6.1 — Live Wire

Jul 17, 2026
  • ModernMaffia went live at mm.neldasi.nl.

v0.6.0 — Crew Jobs

Jul 17, 2026
  • Added multiplayer heists — a full crew runs one job together for a shared payout.
  • Robbing and attacking now only works on players who are actually online.

v0.5.4 — Takes Time

Jul 16, 2026
  • Some crimes started taking real time to resolve, with an on-screen countdown.

v0.5.3 — Tools of the Trade

Jul 16, 2026
  • Added equipment — buy weapons, vehicles, and property to boost crime and combat odds.

v0.5.2 — Open Hostilities

Jul 16, 2026
  • Added crew wars — declare hostility on a rival crew to unlock PvP and territory bonuses against them.

v0.5.1 — Put a Price on It

Jul 16, 2026
  • Added bounties — put cash on another player's head.

v0.5.0 — Going Public

Jul 16, 2026
  • Added notifications, an activity feed, and a leaderboard.
  • Added an admin panel for behind-the-scenes moderation.

v0.4.1 — Breaking News

Jul 16, 2026
  • Added world events — federal crackdowns, market crashes, and gang-war catalysts that shake up the whole game world.

v0.4.0 — Capital Gains

Jul 16, 2026
  • Added capital-city control and Influence — the crew holding a city's capital earns city-wide perks.

v0.3.1 — Turf Wars

Jul 16, 2026
  • Added district territory — crews can now fight over and hold turf for income.
  • Added RICO investigations: get too hot and risk a raid or asset seizure.

v0.3.0 — Blood in the Streets

Jul 16, 2026
  • Added player-vs-player robbing and attacking on the Streets page.
  • Losing a fight can land you in the hospital instead of just walking it off.
  • The world grew from one city to several, connected by travel.

v0.2.0 — Crews & Families

Jul 16, 2026
  • Added crews — found one, invite players, assign roles.
  • Added a crew bank for pooling cash.

v0.1.0 — Welcome to the Family

Jul 16, 2026
  • First playable build: pick a specialization and start running crimes for cash.
  • Added laundering (turn dirty cash clean, for a cut), jail, and bail.
  • Added rank and respect, earned from crime successes.