Steal and manage cars and motorcycles for crimes and smuggling. Garage handles ownership, timed repairs, selling and scrapping; transport runs through Smuggling Hub.
How it works
- Your garage shows cars and motorcycles with condition (0-100%), fuel, market value, rarity and world-cap status.
- Car storage and motorcycle storage are now separated: cars use garage capacity, motorcycles use motorcycle storage capacity.
- Storage upgrades only apply to the country you are in right now. Upgrading cars in France does not raise car storage in the Netherlands (or any other country); travel there first if you want to upgrade that garage.
- Car and motorcycle tracks stay separate in each country: a car upgrade never increases motorcycle slots (and vice versa). Upgrades add extra storage slots; they do not increase steal success chance. Upgrades are rank-gated; when your rank is too low you see a lock/tooltip. At level 5 the upgrade button is hidden.
- Using the catalog button you can view all stealable cars and motorcycles, including their most common country and full spawn country list.
- Theft is per vehicle with rank requirements and cooldowns. The more expensive and rare, the lower your success chance.
- If a model world-cap is full, you cannot steal that model temporarily. When a copy is sold or scrapped, 1 slot reopens immediately.
- Failed theft increases Wanted Level and can trigger arrest. If police catch you during the getaway, you go to jail and the just-stolen vehicle is confiscated immediately.
- Repairs are timed: you pay upfront, the vehicle enters repair and only returns after the timer finishes.
- Concurrent repairs are limited across car, motorcycle and boat together: without VIP max 1 active, with VIP max 2 active.
- Scrapping is an alternative to selling: you receive salvage value (35% of base value), scaled by condition and garage upgrade bonus.
- Vehicle Ops Intelligence adds 6 extra options. In short:
- 1) Hotspot run: a quick action for direct cash, with its own cooldown and added risk.
- 2) Parts market: live parts prices per type (car/motorcycle/boat) for tuning; prices refresh periodically.
- 3) Crew op: a co-op action with your crew for extra gains/advantages (only if you are in a crew).
- 4) Heat: per type (car/motorcycle/boat) an “attention” meter; higher heat makes actions riskier and lowers success chance. Heat decays slowly.
- 5) Chop contract: hand in an eligible vehicle from your inventory for a fixed contract payout.
- 6) Police pattern: time-of-day patterns can increase checks; this affects risk (e.g. harbor strike/lockdown for boats).
- In Vehicle Heist, Car/Motorcycle/Boat now use one command layer: select category via the three lane cards at the top, without a second extra tab row.
- Each lane card includes direct quick actions for stealing and storage upgrades, so you do not need to scroll to separate sub-buttons first.
- After a successful theft, the result popup lets you sell or scrap the vehicle immediately, or keep it.
- While a steal cooldown is running, a lightning icon appears next to the timer: tap it to spend credits and clear the cooldown. You can turn off the confirmation dialog; turn it back on in Settings under theft cooldown (credits).
- Lane cards now also show capacity per type directly (used/total + upgrade level).
- Stolen vehicles now render as responsive cards: mobile shows one per row, tablet/desktop show multiple cards side by side.
- New Ops layer: PvP interception windows for hotspots, crew-role bonuses in crew ops, reputation unlocks per vehicle type, regional blacklist events, and contraband insurance contracts.
- New Vehicle Ops expansions: Counter-Intercept missions, Crew Matchmaking with seasonal ladder, Country Modifiers (inflation/corruption/harbor strike), and a contracts board with weekly legendary contracts.
- Ops now shows live cooldowns per action. Timers count down visibly and refresh automatically.
- Crew actions (Crew Op and Crew Match) are only available when you are in a crew; without a crew you get a clear unlock hint.
- Successful ops actions pay cash directly to your wallet. The action overview shows the expected payout type per button.
- Insurance claims now enter review first; using claim dispute lets you contest for extra payout with rejection risk.
- Higher category heat lowers theft success chances and raises hotspot risk. Heat decays gradually each hour.
- Chop-Shop Contracts require an eligible vehicle from your inventory; claiming consumes that vehicle and pays out contract cash.
- Vehicle transport no longer happens in Garage; use the Smuggling Hub flow.
- Resale and scrapping free either car or motorcycle capacity and may reopen world-cap slots for that model.
- Event-only vehicles such as police interceptors stay locked outside event windows.
Tips
- Steal vehicles actively when Wanted Level is low: higher Wanted = higher failure chance when stealing.
- Always keep at least one reliable vehicle at high condition for smuggling: a broken vehicle halves your success chance.
- Use scrapping for heavily damaged vehicles as a fast capacity reset; selling is often better at high condition.