Locations

Streets

The Streets page is where you run the action described on the Street system page — one click, instant payout, repeatable as long as you've got Energy. Heroes and Villains see different flavor text and result descriptions, but it's the same single mechanic either way — this page covers what you'll actually see and everything that affects your payout.

Running It

Costs 10 Energy per run, no cooldown beyond having the Energy to spend. You can't work the Streets while unconscious (0 Health) — the Hospital comes first. There's zero risk otherwise: no chance of losing cash, Energy already spent is the only cost of a run, and every run pays out something.

What You'll See

Every run shows a short flavor vignette — a one-line "what happened" beat, worded differently for Heroes and Villains — on top of the real breakdown: base cash, your alignment bonus, your Intel bonus, your Street stat gain, and any bonus reward that triggered. The vignette is cosmetic; it never changes what you actually earned.

Every Bonus That Affects Your Payout

  • Level — higher character level raises your cash multiplier.
  • Street stat — grows a little every run; a higher Street stat raises your cash multiplier too.
  • Street Level — each purchased level adds a flat +6% cash on every future run.
  • Alignment — Villains get +6% cash / +2% XP; Heroes get +2% cash / +6% XP.
  • Intel — up to +200% at 1,000 Intel (+10% per 50), then +5% per 50 up to 2,500 Intel, capping at +350% total. See Intel for the full breakdown.
  • Downtown district control — if your alignment controls it (via Exploring), +20% cash.
  • Raccoon pet — equipped and active, +15% cash.
  • Penthouse Lucky Pendant — +15% XP, while equipped and active.
  • Penthouse Money Magnet — +10% cash, while equipped and active.
  • Penthouse Library — reading "How to be a Hero/Villain" grants +10% cash and +10% XP for a limited number of future runs (a decrementing counter, not permanent).
  • Alliance Street Level — doesn't add to your own payout, but skims a cut into your Alliance's treasury on top of what you earn. See Alliances.
  • Flash events — can boost Streets cash and XP further, on top of everything above, whenever one's active.

Every run also has a chance (starting at 10%, rising slightly with Street Level) to trigger a bonus reward — extra Energy, Scraps, Intel, Points, Explore Turns, permanent Max Health, or the rare cash/XP multiplier. See Street for the full weighted list.

Reputation

Every run also nudges your Reputation toward your alignment — Street Level × 3, uncapped, just much slower than what a single Combat win can move.

Personal Bests

The page tracks two records for you automatically:

  • Base Best — your highest normal payout (before any bonus-reward multiplier).
  • Total Best — your highest payout when a cash/XP multiplier reward actually triggered.

Beating either gets you a personal notification.

Upgrading

The same page hosts your Street Level upgrade button once your Street stat qualifies — see Street for the exact requirement/cost table per level.

Tips

  • Since there's no risk and no cooldown besides Energy, the Streets is one of the best "spend leftover Energy before it caps out" actions in the game.
  • Intel is the single biggest lever here — pushing toward 1,000 is worth more to your Streets income than almost anything else on this list.
  • Watch your Base Best over time — a steadily climbing number is a good sign your level, Street stat, and Intel investment are actually paying off.