Crime familiesPillar

Families set the terms crews must live with

Crews execute. Families set the terms. Six Families control permits, tribute and protected markets. Standing is not a flavour meter: respect and fear change which orders you receive, which corridors open, and what happens when you fail a mandate.

Last reviewed 2026-07-23

System proof

From the live product.

THUG crime family influence in the city
Family offices and standing change which markets and mandates you can touch.
01

Standing is gameplay

Respect and fear shape access, pressure and the cost of disobedience.

02

Contraband mandates

Families place real supply-chain orders that trusted crews must move through the city.

03

Doctrine creates identity

Each Family has lore, oaths, headquarters districts and affiliated crews with different working styles.

Player loop

What you do, step by step.

  1. 1Study a Family profile and doctrine
  2. 2Build standing through reliable work
  3. 3Receive contraband or tribute obligations
  4. 4Decide when compliance is worth the heat
Core loop

Decisions become consequences.

  1. 1Earn a Family's attention
  2. 2Accept or negotiate terms
  3. 3Execute mandates through your crew
  4. 4Manage tribute, respect and fear
In the city
  • Casa Veridano tribute dinner
  • Noren Compact harbour contract
  • Monteluz route voucher
  • Bravamar corridor expansion
  • Meridian House white-collar terms
Frequently asked questions

Know before you enter.

How do crews and Families differ?

Crews fight for streets and carry out work. Families sit above them with doctrines, titles, protected markets and the power to set obligations.

Do Families generate real jobs?

Yes. Contraband pipelines and mandates create concrete logistics work for affiliated crews—not just narrative flavour.