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.

Committing Crimes

Crime is the base loop everything else is funded by: pick a job on the Streets page, spend Energy, and the server rolls a single pass/fail the instant you commit — there's no timer to wait out.

Ten tiers, one ladder

There are ten crime tiers, from Shoplifting (2 Energy, $20-$60, 90% base success) up to an Armored-Truck Job (15 Energy, $8,000-$12,000, 35% base success). Each step up costs more Energy, pays more, and gets meaner: success chance drops, and so does your odds of walking away clean if it goes wrong — jail chance on a failed job runs from 5% at tier 1 to 30% at tier 10. Higher tiers also gate behind rank: some don't unlock until you're a Soldier, Enforcer, or Capo.

Specialization crimes

From tier 4 up, most crimes belong to one of the four specializations (Street, Hacker, Financier, Marksman) — running a job in your own lane adds a flat +10% to your success chance on top of everything else. Tiers 1-3 have no specialization at all and are open to everyone equally.

Every specialization now has a job in all three rank bands (Soldier, Enforcer, Capo), so you never hit a stretch of the ladder where nothing carries your bonus. Nothing stops you running another lane's crime — you just don't get the +10%.

What falls off the job

Some of the time, a successful crime hands you a piece of gear on top of the cash — always hot, at a rolled rarity, and free. Each crime has its own loot table, and the card on the Streets page tells you exactly what it is before you spend the Energy:

  • How often it drops, which climbs with the tier — a petty job is around 3-4%, an Armored-Truck Job is 12%.
  • Which categories it can yield, and roughly how the odds split between them. These are logical, not just numeric: boosting a car can hand you a vehicle or a weapon out of the glovebox, but never a penthouse. Ransomware only ever yields Property — nothing physical falls out of an encrypted hard drive.
  • A value ceiling on what it can roll. Shoplifting tops out around $800; only the Capo-tier jobs reach the top of the catalog with no cap at all.

Note "Property" is the game's connections-and-infrastructure category — lawyers, offshore accounts, shell companies, safehouses — as much as it is real estate, which is why the white-collar crimes are the ones that drop it.

The practical version: the bigger the job, the better the loot. Grinding the cheapest crime is no longer the fast way to kit yourself out.

What a crime costs beyond Energy

Every crime — success or fail — adds Heat, and every crime carries some jail risk on a fail (more, the higher its tier). A successful crime also feeds your Profile score (how visible you are as a target) and your skill proficiency in that category, which chips a small, capped bonus onto your success chance the more of that category you've pulled off. None of that is decided client-side: the payout, the Heat, the drop and the jail roll are all resolved on the server before your browser ever sees a result.