1
Act
Work, train, investigate, treat injuries, publish stories, run crimes, or build a business foothold.
War of Saints
Tutorial
Understand the core loop before you enter the city.
Public Tutorial
This is not a click-and-forget crime game. You make money, build a name, create enemies, leave evidence, recover from injuries, survive investigations, and react to other players doing the same.
Core Gameplay Loop
Most sessions revolve around choosing what kind of pressure you want to create, then adapting when the city answers back.
1
Work, train, investigate, treat injuries, publish stories, run crimes, or build a business foothold.
2
Your choices can create cash flow, evidence, injuries, public attention, rival interest, and city-wide reactions.
3
Bank money, recover, defend yourself, change routines, build allies, or push harder while the world responds.
4
Promotions, reputation, better timing, and smarter risk management open stronger paths over time.
Your First 10 Minutes
New Player Rule
Pick a city and career deliberately. Watch who is online. Read what the interface is telling you. Learn how quickly money disappears when you carry it, and how quickly trouble grows when your actions spill into the wider world.
Current Cities
Each active city has a different career, resource, business, and supply-chain identity.
Law, finance, politics, courts, luxury, and temporary UK logistics.
Mining, coal, lead, metal smelting, weapon parts, and arms manufacturing.
European logistics, customs, warehousing, distribution, and cloth production.
Forestry, timber processing, woodworking, planks, black markets, and dangerous supply chains.
Crime, nightlife, law, finance, port logistics, media, casinos, and gun manufacturing.
American cloth/feedstock resources, materials, and supply-chain foundations.
Asian logistics, shipping, customs, warehousing, and import/export.
Manufacturing, tailoring, textiles, mass production, and industrial production.
Future Cities
Tokyo: Future cyber/coding city. Not currently active.
Ways To Play
Safe And Career Loop
Starter careers, routine earns, and low-chaos progression help you learn the map, timing, and economy without creating immediate criminal heat.
Criminal Loop
Pickpocketing and other crimes can pay quickly, but they are meant to generate victims, evidence, retaliation, public fallout, and prison risk if police pressure keeps building.
Police And Justice Loop
Evidence can feed investigations, arrests, court cases, legal defence, and prison outcomes. Police and legal roles turn criminal activity into lasting consequences.
Business And Society Loop
Doctors, journalists, businesses, politics, and public reputation all affect who thrives. Some of the best stories come from reacting to what others caused.
Warnings
If losing it would hurt, bank it. Visible cash exposure can make you worth targeting.
A quick crime is not isolated. Evidence can outlive the moment and strengthen later police action.
Bad violence or reckless play can send you into medical recovery and slow your momentum.
How the city sees you matters. Public stories, bad karma, and visible behaviour can change how others treat you.
Glossary
Low-risk actions used to build early money and career XP.
Progress toward promotions and stronger legal income.
Criminal traces that can support investigations and arrests.
A public morality signal shaped by how your actions lean.
The public changelog for recent balance and feature updates.
Ready To Enter
Choose a sensible starter path, build early money without showing too much of it, and pay attention to how other systems react. That is the intended War of Saints loop: action, consequence, response, then growth.