Street
The Streets is your bread-and-butter income between training and fighting — a quick action you can run repeatedly. Heroes and Villains see different flavor text and result descriptions, but it's the exact same underlying stat and mechanics either way — just called Street.
The Basics
Each run costs 10 Energy and instantly pays out cash (straight to your hand, not the bank) plus a small amount of Street stat growth. There's no risk involved — you can't lose anything by working the Streets, only gain.
What Affects Your Payout
Your cash and XP per run scale off several things at once:
- Level — higher character level means a bigger payout multiplier.
- Street stat — grows every time you work the Streets (see below); a higher Street stat means a bigger payout multiplier.
- Street Level — a separate purchasable tier (see Upgrades below) that adds a flat cash bonus per level.
- Alignment — Villains get a bigger cash bonus (+6%), Heroes get a bigger XP bonus (+6% vs +2%) — cash and XP are weighted oppositely depending which side you're on.
- Intel — adds a percentage bonus to both cash and XP (see below).
Important: you earn zero XP from the Streets until you buy Street Level 1 — cash still flows in before that, but experience only kicks in once you've upgraded at least once.
Intel Bonus
Intel boosts every Streets payout:
- Up to 1,000 Intel: +10% per 50 Intel (up to +200% at 1,000).
- 1,000 to 2,500 Intel: an additional +5% per 50 Intel on top of that (up to +150% more).
- Maximum: +350% at 2,500 Intel — the bonus doesn't grow further past that.
Street Stat Growth
Every run adds a small, randomized amount to your Street stat. The rate changes as your stat climbs — it's not a flat gain the whole way:
| Street Stat Range | Gain Per Run |
|---|---|
| 0–50 | 0.0171–0.0225 |
| 50–100 | 0.0220–0.0260 |
| 100–200 | 0.0140 |
| 200–300 | 0.0139–0.0155 |
| 300–350 | 0.0170 |
| 350–400 | 0.0180 |
| 400–450 | 0.0190 |
| 450–500 | 0.0200 |
| 500–600 | 0.0210 |
| 600–650 | 0.0220 |
| 650–700 | 0.0230 |
| 700–750 | 0.0240 |
| 750–800 | 0.0250 |
| 800–850 | 0.0260 |
| 850–900 | 0.0270 |
| 900–950 | 0.0280 |
| 950–1,050 | 0.0290 |
| 1,050–1,120 | 0.0300 |
| 1,120–1,200 | 0.0310–0.0320 |
| 1,200+ | 0.0320 (no hard cap — growth just plateaus here) |
Street Level Upgrades
Once your Street stat is high enough, you can spend cash to permanently unlock the next Street Level — each one adds +6% cash to every future Streets run, on top of everything else:
| Level | Street Stat Required | Cost |
|---|---|---|
| 1 | 50 | $500,000 |
| 2 | 100 | $1,000,000 |
| 3 | 200 | $2,000,000 |
| 4 | 300 | $3,000,000 |
| 5 | 500 | $5,000,000 |
Street Level also slightly raises the chance of triggering a bonus reward each run (see below).
Bonus Rewards
Every run has a chance to trigger an extra bonus on top of your normal cash and XP. The chance starts at 10% and climbs slightly with your Street Level. Possible bonuses, roughly weighted from most to least common:
- Energy: +5, +10, or +20
- Scraps: 25 or 50
- +3 or +10 Intelligence
- 2 Points
- 30 Explore Turns
- +25 Max Life
- A cash & XP multiplier for that run: +100%, +200%, or +300% (rarest, biggest payout)
Alliance Bonus
If your Alliance has invested in its own Street Level (separate from your personal one), a cut of every member's Streets cash — 0.4% per Alliance Street Level — automatically flows into the Alliance treasury on top of what you personally earn. It's a bonus for the Alliance's bank, not an extra cut for you personally.
Other Bonuses
A few other things can stack on top of your normal payout:
- Your alignment controlling the Downtown district (via Explore) adds +20% cash to Streets runs.
- An equipped Raccoon pet adds +15% cash.
- The Penthouse Lucky Pendant adds +15% XP; the Money Magnet adds +10% cash — both only while equipped and active.
- Reading "How to be a Hero/Villain" in the Penthouse Library grants +10% cash and +10% XP for a limited number of future Streets runs (a decrementing counter, not permanent).
- Active flash events can boost Streets cash and XP further, on top of everything above.
Reputation
Every run also nudges your Reputation toward your alignment — Street Level × 3 per run, uncapped. It's real, but far slower than what a single Combat win can move — see the Reputation page for the full comparison against every other source.
See Intel and Alliances for more on how Street ties into the rest of your character.