Quitting returns you to the main menu. You respawn at your faction base, an owned car goes back to the lot, and your wanted level clears — a murder warrant does not.
Lower render distance is the biggest single win on a phone. Antialiasing is fixed when the page loads and is off automatically on touch devices.
This erases your account, your Gold and every item you own. Anything you hold goes back to the city for somebody else. It cannot be undone.
work · own · turf wars
Four gangs run the sectors. The police run everyone else.
And the civilians who work the ground own it, and rent it out.
one city · everyone in it is a real person
Four gangs hold the ground. The police hold everyone else. Everybody else works — and the people who work the ground are the ones who end up owning it.
The map is cut into 144 sectors and every sector has an owner. Work on somebody’s ground and part of your wage goes to them.
Nothing here is decoration. The money is real, the guns are countable, and there is exactly one of everything worth having. You start with $150 and no reputation. Everything after that you earn.
reopen This never disappears. HOW TO PLAY on the menu bar, or ESC then HOW TO PLAY in the city. This never disappears. Tap HOW TO PLAY on the menu, or the MENU button then HOW TO PLAY in the city.
before you start SIGN IN. A guest can walk the city, ride along and watch a war happen. A guest cannot be paid, cannot own anything and cannot join a gang. Signing in is free — an email and a password, from the menu. Do it now, not after an hour.
licences You need a licence to drive anything except a bus, or a rank cab while you are on a taxi shift. See OWNING THINGS.
Six jobs, a wage, and no gun ever. You cannot shoot anybody and nobody gains anything by shooting you. What you have instead is money and the law: if a gang member kills you, you can have them put away for five hours.
A pistol and a rifle — but only on duty. No wage. $150 a collar. The bank is yours to defend, and every warrant in the city is yours to close.
The north quadrant.
The east quadrant.
The west quadrant.
The south quadrant.
A gang gives you a pistol and an SMG the moment you spawn, free, for ever, and no wage at all. You make money by taking ground, robbing the bank, and owning things.
You can walk, ride with somebody, and look around. You cannot be paid, cannot own anything, cannot join a gang or the police, and you do not count in a turf war — not in the muster, not on the scoreboard, not in the payout. Pick a gang as a guest and the city puts you back in civilian clothes at the door.
Sign in from the menu. An email and a password, free. Then all of it opens. On voxie.gg you can connect a wallet instead. It is also what lets you trade on the open market.
one kind of work a day You can rejoin as anything, any time. What you cannot do is be paid as two different kinds on the same day. The first thing that pays you today is the only thing that pays you today. It resets tomorrow.
Stand on the job and use it. Press E. Tap E.
$40 a drop · $60 the route
Two depots downtown. Start at either one and follow the amber marker: four drops, then come back for a fresh route. $220 a route, and the shortest walk to work in the game — it starts downtown, where you spawn.
$140/hr · $16 a bale · $50 the row
Clock on at the barn door. Take a bale from the hay stack in the yard, carry it across to the tilled row in the north-east field, and sow it. One bale at a time. Six patches finish the row and pay the bonus.
$130/hr · $6 a crate · $24 a truck
Clock on at the site office by the gate. Take a crate off the chute, read the bay it is marked for, load it. Whoever puts the last crate on a truck takes the bonus. Short trips, quick laps.
$130/hr · $11 a stone · $30 the crusher
Clock on at the site hut. Cut stone at the face — it takes a few seconds and you have to stand through it. Three stones fill a sack; walk it to the crusher and tip it in. Fill the bin and you take the bonus.
$130/hr · $40 a fare, plus the metre
Sign on at the rank office, on foot. Take a cab off the rank — no licence needed while you are on shift. Pick your fare up at the marker and drop them where they are going. The metre is paid on the straight line between the two, so driving in circles pays you nothing. The shortest fare the rank will book is 260 m, which is about $97. Stay out of the cab too long and the shift ends.
$150/hr · $6 a stop · $25 a lap
Clock on at the depot shelter, on foot, then get in a bus. Eight stops on a ring. Pull up level with the shelter and STOP — rolling past is not stopping — and hold it while the doors are open. Do the whole ring for the lap bonus. Take too long reaching the next stop and the shift ends.
$500 a day Every role, the same ceiling. It resets daily.
15% ground tax Taken out of every Gold you earn from work, never added on top. Six points go to whoever holds the deed on that ground — if anyone does — seven to the gang that holds the sector, two to the city. Shares nobody holds are not charged, so a capped day nets you at least $425.
standing still is not working Every timed shift has an idle clock — stop doing the job and the job stops paying. The courier is the exception: it just pays per drop.
There is a fixed number of everything worth having in this city, and it will never grow. 156 things. One holder each.
A car, a motorbike or a helicopter. One of the three, free — the other two you buy. The whole city has 40 car licences, 25 motorbike and 5 helicopter.
Assault rifle, sniper, dual pistols or rocket launcher. One, free. Gangs and police only — a civilian cannot carry a gun at all. 38 exist. That is the entire supply, for ever.
A deed. Twelve parcels: six work sites and six city districts. You collect the ground tax paid on it.
A captain’s share of your gang’s turf income. Six per gang. Gang members only.
A police shield. A claim on bail money paid at the station, when anyone pays it. Eight exist.
One of the city’s shops. The holder takes ten per cent of everything spent there. Four exist.
how to claim From chat. /claim car · /claim rifle · /claim deed. And /assets shows what you hold and what the city has left. Press T to open chat. Tap MORE then T to open chat.
Press I, or open it from the pause menu. Tap MORE then I, or open it from the pause menu. Every position in the city, who holds it, what is left, and one button to claim yours.
It is also the order book. Everything past your six free claims is bought from another player, at whatever they will take for it. The house burns five per cent of every sale.
before you can trade You need a connected wallet, $250 earned from JOBS and half an hour played. Bounties, arrests and war pots do not count. Only work. An email account can own; only a wallet can trade.
You need a licence to drive. A car, a motorbike and a helicopter each need their own, and holding one does not get you the others. Two exceptions, both deliberate: a bus, and a rank cab while you are on a taxi shift. A licence buys you the freedom of the city, never the right to earn.
No licence? Press G to ride along with somebody. Tap MORE then G to ride along with somebody. Or take a taxi.
Gangs and police buy the four scarce weapons at their OWN base, and nowhere else. Dual pistols $180 · assault rifle $260 · sniper $380 · rocket launcher $700. Stand in your own base and use it to fill every magazine, free.
The armoury sells out of the same fixed 38. When they are gone they are gone, and the only way to get one is off another player — or off his body.
Stand on your own ground — or at your gang’s base, for a captain’s share — and use it. A police shield collects at the station; a franchise at its own shop. Once every twelve hours.
carry it home What you pick up you are CARRYING. Get it to the City Bank. If somebody kills you on the way they take every dollar of it, and everybody knows where the crusher is.
Stay away three days and the ground stops paying you and starts paying the city. Stay away a week and the city lists what you hold for sale on your behalf, at a price that falls until somebody buys. The money is still yours — and if you come back first, you take the listing back free.
144 sectors. Every one has an owner, and the owner takes seven per cent of every wage earned on it. That is what a turf war is actually about.
Only your gang’s LEADER can declare. The leader is whoever of your gang has been online longest.
Stand inside the enemy sector you want and type /war. It costs nothing to declare. What it costs is ten minutes of silence if nobody turns up.
the gate You need $250 earned from JOBS on your account. Bounties, arrests and war pots do not count — the counter only moves when the city pays you for a shift, a delivery or a fare. Jobs are civilian work, so most gang members bank their $250 as a civilian before they ever put a badge on. And war pay rides the same one-kind-of-work-a-day ledger as wages — fight on a day you have not already spent working, or the pot is refused.
The whole city hears the call. Two of yours have to be standing in that sector when the clock runs out. Two of theirs as well — a gang cannot have its ground walked off it while it is asleep on the other side of the map.
Everybody who counts must be signed in and past the $250. Short by one and it fizzles, and your gang cannot declare again for ten minutes.
Kills inside the sector are the score. Nothing else counts.
To take the ground the attackers must finish TWO CLEAR KILLS AHEAD, and must have killed at least TWO DIFFERENT PEOPLE. Beating one defender five times is one person agreeing to it five times. Anything closer than that and the defenders hold — taking ground off somebody should mean beating them, not edging them.
You cannot attack the same gang again for 24 hours. The sector itself is shut for ninety seconds.
One war per sector. One war per gang. You cannot be dogpiled and you cannot fight on two fronts.
upkeep Every sector you hold beyond your own home turf costs your gang $5 every ten minutes. Miss the bill and the most over-extended one goes back.
Your leader types /heist. Three things have to be true before the city will even take the call: police on duty, no other heist running, and $200 in the leader’s pocket for the permit. The permit is charged when the muster closes, not before.
FOUR of the crew must be inside the bank zone when the two-minute muster ends — seventy metres around the City Bank.
Ten minutes, crew against on-duty police. More kills than them and you take the vault: $300, split by kills, with $40 guaranteed to whoever called it.
a tie goes to the police They split $150 for holding it. Then your gang cannot touch the bank for 24 hours.
Kill a player and you take a star. Five is the ceiling. A star burns off every thirty seconds you go without killing anybody else, so heat is something you walk away from.
Kill somebody who is already wanted and the city pays you $10 a star — once per person every two minutes, so nobody farms a friend.
Dying wipes your own stars. It does not wipe a murder charge.
If a GANG member kills a CIVILIAN, the city writes it down: who did it, and when. The civilian then has ten minutes to walk up to any police officer, get within speaking distance, and use it. The server checks the claim against its own record — you cannot report something that did not happen.
A warrant opens for twenty minutes. Every officer in the city sees the suspect live on their map, wherever they run.
the sentence An officer who gets right next to them makes the arrest with one press. FIVE HOURS in a cell in the far south-west, and you cannot leave it until the time is served. Getting shot in there does not help: you wake up in the same cell.
The officer is paid $150. It is the most useful thing a police player can do. Civilians cannot report civilians. Nobody reports the police.
Press P to go on duty. Tap MORE then P to go on duty. Off duty you carry nothing at all. On duty you get a pistol and a rifle. You can arrest either way.
There is no police wage. You earn from collars, from defending the bank, and from whatever you own. An arrest only pays if the suspect has a real account behind them — a sentence nobody serves is not worth paying for. The arrest still stands either way.
Five seconds down. Then you respawn at your faction base with three seconds of protection, which ends the instant you fire.
You lose the BOUGHT gun in your hands — it falls where you fell, and whoever picks it up owns it. If nobody takes it inside a minute it comes back to you. The free kit never drops.
what a death costs Every dollar of rent you were carrying goes to whoever killed you. The Gold on your account is not touched.
safety /report <name> <what happened>. /block <name> silences somebody’s chat AND their voice. Anything serious goes to support@voxie.gg. Delete your account any time: SETTINGS, then ACCOUNT.
/help prints every command, any time.
Running rough on a phone? Drop the render distance in SETTINGS. It is the single biggest win there is.