Start a crew or join existing players to pull off heists together, share storage and become stronger as a unit.
How it works
- Creating a crew costs €10.000. The Crew HQ determines how many members your crew can hold and scales up to 150 members. The leader can invite, kick and start heists. Crew roles (the leader assigns them on Members): Leader invites, kicks, starts heists, declares wars, sets roles, withdraws from the crew bank, sells crew vehicles, starts missions and deals, and can buy a jailed crewmate out from the vault. Co-leader shares officer tools except withdrawing from the crew bank and changing roles: they can invite and kick, start heists, sell crew storage, run missions and deals, act as a territory officer, and pay crew-bank buyouts. Consigliere sees the crew Don racket list but cannot take money from the crew bank. Capo is tied to one country chosen by the leader; only in that country can they send Don tribute and contracts to the crew bank. Members can deposit, chat, join heists and use shared storage; they cannot sell crew vehicles or pay buyouts from the vault. On Members you can optionally share income: a small cut of personal drug sales, ammo sales, vehicle sell/scrap and prostitution collection goes to the crew bank; your lifetime contribution shows next to each member. Territory slots: +1 region every 3 HQ levels, +1 every 5 extra members, the lowest counts, never more than 10.
- Crew benefits: access to large heists, shared storage, teamwork bonus (+10% success per extra member, max +30%) and group chat.
- Trust: depositing at least €10.000 into the crew bank gives +1 once per UTC day; mission success or partial success gives +tier to contributors (fail −2×tier); withdrawing from the bank costs the leader 5 trust.
- New crews now start with Crew HQ level 1 and all storage buildings at level 1, including cash storage, so the crew bank and shared storage work immediately.
- Cash storage level 1 holds €1.000.000. The next cash-storage upgrade always costs less than that vault, so you can pay it from the crew bank instead of getting stuck at the cap.
- Crew car storage now also accepts motorcycles, so land vehicles can be managed together from the same shared crew storage.
- Shared storage is not an extra personal garage. Cars, motorcycles, boats, weapons, ammo and trade goods you deposit belong to the crew: they are used for crew smuggling, crew missions (trade goods for Port Contraband Manifest and Warehouse Luxury Offload), deals between crews, or stolen in a raid by another crew. You cannot take them back for your own crimes or to drive or sail them yourself.
- Drugs in crew storage can go to wholesale (freight and payout through the crew bank) or back to your own inventory. Territory bonuses come from the storage building level, not from how full the shelves are.
- Only the crew owner and co-owners can buy a crewmate out of prison with crew-bank money. Bail comes from the vault. Sometimes the police then arrest you for dirty money: the other player is free, you go to jail.
- When a crew member gets arrested, crew members now receive a push notification that the player is locked up and waiting for help.
- The crew screen is now grouped into Overview, HQ & Upgrades, Storage, Members, War Room, Crew Missions, Crews and Chat so management feels calmer and more professional.
- Crew Missions shows tier templates, an active run card and recent runs. Leaders/co-leaders can start and resolve; reward claiming and cooldown speedup are handled in the same tab.
- There are extra crew missions with bank-themed operations (night deposit, skim network, armored route, subsidiary vault, reserve vault and clearing house). There is no second casino crew mission alongside Casino Ledger Raid.
- Crew mission rewards come from the server-side mission economy; other players’ bank balances are not debited for these payouts.
- When starting a mission you can now assign a role per crew member (Planner, Enforcer, Logistics, Tech) for team bonuses.
- Active and recent mission cards now also show per-player role contributions with score and any payout multiplier.
- Crew members now also receive push/in-app alerts for mission start, mission result, and when a mission cooldown becomes ready again.
- While a mission cooldown is active you cannot start a new mission. At the top of Crew Missions a large timer counts down live until you can start again; the same remaining time also appears on Home under timeouts. You can speed the wait up with credits.
- For cooldown speedup, you first see the exact credit cost and remaining minutes before you confirm.
- Crew Wars have their own War Room tab inside the crew screen. Only leaders can declare a war and at least 3 crew members are required to participate.
- War types: Kill War, Economy War, Territory War and Total War. Each war moves through preparation, active phase, lockdown and resolution.
- During an active war, participants can perform actions like kills, mugs, sabotage, intel, raids, shields, boosts and territory claims. Targeted actions now let you pick directly from a list of opponent crew members instead of typing a player ID by hand.
- Season points are aggregated into the Crew Wars leaderboard. The War Room also shows standings, recent actions and recent wars for your crew.
- In Territory War and Total War you now claim real Territory regions from the territory system instead of generic placeholder targets.
- Those war regions now also show their strategic value in the War Room: claim bonus, tick points and tags such as harbor, capital or logistics. That makes it immediately clear which regions are worth more than a simple ownership swap.
- Crew Wars no longer picks Territory targets on value tier alone, but also on strategic tags and adjacent pressure from attacker or defender territory. That makes Territory War and Total War feel more like a real frontline than three random claims.
- Heists: Small Bank (2 players, 40%, €10.000-€30.000, 30 min cooldown), Jewelry Store (3 players, 35%, €20.000-€50.000, 45 min), Casino Heist (4 players, 25%, €50.000-€150.000, 2 hrs), Federal Reserve (5 players, 15%, €100.000-€500.000, 6 hrs, +20 FBI Heat).
- For a heist all members must be online at start. If someone is absent the heist fails.
- Failed heist: jail time for everyone, Wanted Level +5, no reward.
- Heist reward is split equally among all participating members.
- Crew chat is available for fast coordination.
- Crew HQ progression: the longer and more active the crew, the more shared upgrades and buffs unlock.
- Shared crew ammo, drug and trade storage counts in tiles, not raw units: the same packing as personal storage (e.g. 5 coffee or 10 diamonds per tile).
Tips
- Turn on Share income on Members if you want part of your drug, ammo, vehicle and prostitution cash to fund the crew bank.
- On Storage, take tools, ammo or weapons into your backpack, parts into your parts stash, or a car, motorcycle or boat into the garage or marina of the country you are in, when that bay is switched on and you meet the rule the leader or co-leader set. They can turn tools, ammo, parts, weapons and vehicles on or off separately. Officers can always take them.
- Ask the leader for a role on Members if you need extra tools: co-leader, consigliere or capo (capo needs a country).
- New crews can deposit money and use shared storage immediately; after that, focus on upgrades for more capacity instead of a separate starter purchase.
- Check the War Room first to see whether your crew is still on cooldown before trying to declare a new war.
- Coordinate target calls in crew chat so you do not keep farming the same opponent and trip the anti-farm guard.
- Coordinate heist start times in crew chat so everyone is online and nobody is in jail.
- Choose a crew in the same timezone or activity pattern for better heist success rates.
- Use shared crew storage to separate risky goods from your personal inventory.
- Only deposit cars, motorcycles or boats into the crew if you really want them for smuggling, missions or deals; you cannot use them yourself afterwards.
- Crew-bank buyout helps when someone's bail is high, but expect that you yourself can go to jail for dirty money.