
Jobs
The Yard, the Garages and the Market. Mastery up to gold, incidents where you make the call, and a new story for each district every week.
Open all night. 18+
A street-life RPG right inside Telegram. Grind the block, beat the bosses, dress up your guy and lead your crew to take the city.
Free to play. On your phone and on your computer.
He came to the yard with nothing. Two minutes on what happened next.
Dress the part. Cap, top, bottoms, shoes: over 4000 combinations on one guy.
A kid from the block works his way up from yard jobs to a crew war for the whole city.

The Yard, the Garages and the Market. Mastery up to gold, incidents where you make the call, and a new story for each district every week.

Nineteen bosses, first-person fights blow by blow. They're alive: they react to every hit, and their mugs get wrecked as the fight goes on.

The gear is drawn right on your guy. Styles, sets, perks on legendaries and twenty-one carpets for the wall.

Got nicked on a job, now you serve. The cell, the welcome, the workshop, seasonal inmates and rat races for coupons.




Your own crew, wall-on-wall brawls and turf fights for spots on the city map. Results every Sunday.

Underground fights with no energy or vigor, eleven leagues. And next door, the Slap Fight: one on one, slap for slap.
There's one city, and as many copies of it as needed. Every Sunday crews are dealt into cities by strength, eight a city: the weak never face the veterans.
City 1: the toughest crews around.
Tap a point or a crew. Turf fights run by themselves: that's a week in a city. The crews are made up, just an example.
What it looks like in the game: on a computer and on a phone.







We build the yard in plain sight. What's done, what landed lately and what's still coming.
In shakedowns, turf fights and brawls you face a drawn guy in a fighting stance: in his own gear, cap and glasses, punching right into the camera. New in the stance: the raspberry blazer, the Partisan's striped shirt, the parking attendant's vest, the "Alaska" puffer, the "banana" jeans and the guard's boots, with the jeans tucked into the boots. The rest is being drawn item by item; until an item is drawn, the guy wears what's already there.
A newcomer no longer sits idle. Until level 5 your buddy tops up your energy whenever it runs short for a job. Uncle Tolya takes you on from level 3, no bronze on the jobs needed: buy some gear at the kiosk and he goes down. Below level 6 the cops lock you up on the Zone for just 10 minutes. And the off-the-books jobs open only once every plain job of the district is gold.
After Uncle Tolya and Gvozd, Petrovich, Polkan and Kuzmich have come alive. Petrovich in the garages, a car jack in his hand that he swings like a sword, redrawn from scratch: sharper, more detailed, a livelier mug. Polkan, the head of security: a big man in a black parka with a fur hood, a whistle in his teeth, a chain with the garage keys wound around his fist, and that's what he swings. Kuzmich, the watchman at the barrier, is new too: a wiry ex-boxer in a quilted vest, fists taped, a long flashlight in his hand that comes down on you from above. Every blow you land gets its own reaction: punch him in the face and his head snaps back, kick him and he doubles over, miss and he dodges, or he blocks. They swing with a windup and follow through. Their mugs get wrecked as the fight goes on: a black eye first, knuckle scrapes by the end, and in any pose they stay in place, they don't jump around. A new fight, and they're clean again. The other bosses come alive next. And a boss who drops after one or two of your hits holds a couple of grudges right after the win: next time it takes at least four blows.