
Drug labs are now operational
Your drug labs now run on a production cycle. Every couple of minutes, a batch of product finishes cooking and the lab is ready for pickup. Your crew member assigned to that lab will walk over, collect the full batch, and the lab resets until the next cycle. There is nothing to collect mid-cycle - if your runner shows up early, they wait for the batch to complete before making the trip worth it.Labs can be damaged by rival attacks. A damaged lab still produces, but at half output - it recovers on its own over the following weeks.Running labs changes your peopleGang members who work the lab route - doing regular pickups, keeping the supply chain moving - develop over time. Routine exposure to moving product keeps them sharp and cautious. A crew member who runs this consistently builds real discipline and a deeper loyalty to the operation. They know what it takes to keep things running quietly, and they do it without being told twice.Your crew now runs the supply chainDrug stash houses are now part of the operation. You control who does what by bumping goal priorities. Tell a runner to pick up from a lab and deposit at the stash - they will make that run. Tell another runner to collect from the stash and go sell - they will do that instead. No manual handoffs. You set the priorities, they follow the chain.A stash house holds product off the street. What is stored there is at risk - cops and rivals can raid it, and a building in territory you do not control carries more risk than one you own outright.You now have a home baseThe nearest building to your starting position is automatically set as your Kingpin House. It shows as a gold icon on the map. It cannot be sold and its purpose cannot be changed. It is where your stash lives for now - drugs, cash, weapons you are holding onto.Operations panel is easier to readEach goal in the Operations panel now collapses to a single line by default - just the name, slider, and status. Click the arrow to expand it and see the action chain and blocker details. The goal you are currently running stays open. Everything else stays out of the way until you need it.Clicking any goal in the Decision Ranking list on the right now jumps to that goal on the left and expands it, so you can see exactly what is happening and adjust the slider without scrolling around.Goals that are fully blocked or turned off are dimmed. Goals with non-zero priority stay full brightness. The bright green divider between goals has been replaced with a thin, quiet line so active tasks stand out instead of everything competing for attention.Bug fixes
Lab markers now correctly go dark between batches and reactivate when a batch is ready
Gang members no longer loop back to a lab immediately after pickup - they wait for the next production cycle before returning
Player-owned properties now show a house icon on the map, making them easier to spot at a glance
Your crew now has personal moneyGang members have a Wallet - personal money that is separate from the working cash they use to buy drugs and run operations. You cannot touch it. It drains weekly as they cover their own living expenses. If it runs dry, they get stressed. If it stays empty week after week, their loyalty takes a permanent hit and resentment builds.The Wallet fills in two ways: when you collect your payout, the member's 20% cut moves from their cash on hand into their Wallet at that moment. If you never collect, their cut stays mixed into working capital and their Wallet starves. You can also tip them directly - a bonus pay from your own cash that goes straight to their Wallet.Starting Wallet values ($1,200–$1,800) are enough to cover a few weeks before consequences kick in.Cash flow is now fully wiredThe deposit stash goal now correctly moves cash. When a gang member completes a cash deposit run, $5,000 is deducted from their cash on hand and credited to the building's stored cash. Previously the building received $5,000 but the gang member kept theirs - money was being created from nothing.If you collect a payout at the same time a gang member is mid-way through a deposit run, the deposit fires against whatever cash is actually available. If you already took it, they deposit $0 and the GOAP system replans on the next cycle. No negative balances, no phantom money.Push and pull on your crewFrom the gang member panel you can push cash or cocaine directly to a member, or pull cocaine back. Cash on the member's profile is add-only - you cannot take it directly, you collect it through the Payouts tab. Cocaine can move both ways.Payout rate changes affect moraleRaising your cut makes them resentful and raises their stress. Lowering it builds loyalty and gives them some relief. Every collection also accrues small gains in gratitude and dependence — the longer someone works for you and gets paid reliably, the more tied to the operation they become.Bug fixes
DEPOSIT_CASH no longer creates money from nothing - cash is now deducted from the gang member before being credited to the building
Wallet drain respects the Dead flag - dead members are skipped in the weekly tick
Payout collection now correctly fills the Wallet at collect time, not at sale time
Name your propertiesEvery building you own can now have a custom name. The address assigned by the city means nothing to you - your Kingpin House is not "SectorB3 32," it is whatever you decide to call it. Open any property from the panel, type a name, and save it. The name shows everywhere: the panel header, the property list, the routing controls. Leave it blank and it falls back to the address. Your empire, your labels.Stash houses now work as a networkCash stash houses and drug stash houses now work the same way, just for different things. Each one has its own toggle - deposit here, collect from here. You can have one stash taking all the product from your lab and two runners pulling from it to go sell. You can route cash into a single house across the city and collect it once a week. The crew figures out who goes where based on what you flagged. If nothing is flagged, they default to nearest - the operation never stops, it just loses precision.Drug stashes hold product. Cash stashes hold money. They look the same from the outside but carry different risk - a known drug stash draws harder attention than a safe house with a bag of cash. Keep them separated if you want to keep your heat under control.The full loop is closedYour Kingpin House is the center. Everything in the operation flows toward it. Product leaves the lab, moves through runners to a stash house, gets collected by sellers, cash comes back through a different stash house, and you pull it all home. That is a logistics chain - the same structure real operations use to keep the product away from the money, keep the money away from the source, and keep everyone insulated from everyone else.The more properties you own and the more carefully you route them, the harder it is for investigators to follow the chain. A tight network with named properties, specific routing, and different people on each leg is genuinely harder to unravel than a single runner doing everything. That is the point.Converting a stash requires draining it firstYou can change the purpose of a building you own, but not while it is holding product or cash. Drain it first, then convert. This prevents a situation where you accidentally reassign a stash that still has stock inside and lose track of it. The panel will tell you exactly what needs to come out before you can proceed.Selling a property forfeits what is insideWhen you sell a building, any cash, product, or clean money stored inside is gone. It does not move to your Kingpin House. It does not come back. The new owner gets a building — you get the sale price. The panel shows you exactly what you are giving up before you confirm. If the stash is loaded, drain it first.
- Thresher from ENGN Game Studio