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

Current version v0.66.0

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

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.