Real people
Scout histories, loyalty, skills and potential before trust becomes expensive.

The crime life & business simulator
Scout real people. Plan layered operations. Build businesses and organisations. Every choice enters one persistent, interconnected city.
THUG combines the long-term people-management depth of football management games, the rise-to-power fantasy of classic crime games, the freedom of a life simulator and the interconnected economy of a business simulation.
You do not just play a criminal. You run one—scouting talent, planning contingencies, building clean and dirty businesses, and living the daily life that holds it all together.
Scout histories, loyalty, skills and potential before trust becomes expensive.
Intelligence, approach, crew, equipment and contingencies shape every operation.
Clean and dirty money, supply, staff and risk move through the same world.
Markets, rivals and organisations keep acting even when you are away.

Every NPC is a real, trackable person—not disposable mission filler. Build scout reports, compare histories and potential, manage specialists, and watch trust, betrayal and reputation persist.
Choose how a target is cased, who is brought in and which contingencies are armed before things go sideways. Equipment and vehicle logistics are the next layer we're building on top. Debriefs feed into crew skills, reputation and whatever opportunity opens next.

Background, skills, energy, obligations, relationships, reputation and heat all compete for the same limited attention.
Legitimate fronts and illicit operations sit side by side, connected by people, inventory, supply and finance.
The people beside you matter. Trust, work and street standing decide who follows.
Offices, duties and protected interests create doors that power alone cannot open.
Paperwork, authority and insider access hide a different kind of underworld.

A shortage hits a rival's front. District prices spike. Your supply chain is suddenly worth more—and worth protecting. Undercut them, corner the shortage or use the chaos as cover?
A playable technical foundation already exists. The campaign funds the production push needed to turn that connected core into a polished, content-rich game for a wider audience.



Funds the production push.
The goal prioritises production quality around the existing simulation: clearer UI, stronger art, deeper authored content, sound, accessibility and the infrastructure needed to operate a persistent world responsibly.
City simulation, progression, jobs, businesses, NPC dossiers, organisations, supply, banking and territory.
Visual identity, scouting depth, heist planning, life simulation, content, sound, onboarding and accessibility.
Controlled cohort, economy balance, first-session improvements, exploit detection and progression pacing.
A stable core loop, supported live economy, deliberate content rollout and community feedback.
A second city is deliberately not promised. Its art, content and balancing cost would pull focus away from making the first city exceptional.
More scout reports, candidate development and personnel histories.
More target archetypes, contingencies and specialist roles.
Homes, routines, social obligations, leisure and relationships.
More corporations, investigations, compliance and insider paths.
THUG is being built by an independent development team focused on people, organisations, planning and systemic consequences. The connected technical foundation—from businesses and supply chains to Families and dialogue—has already been built independently.
Final campaign credits will list real collaborators and roles. Unfilled positions are shown as funding allocations, never presented as existing team members.
The commitment is not to pretend a systems-driven simulation is risk-free. It is to manage risk transparently, protect the playable core and communicate changes.
Changes to people, business or economy can affect several downstream systems.
Persistent simulation needs monitoring, backups, recovery and controlled scaling.
Player behaviour may reveal exploits or pacing issues that internal tests cannot predict.
A stable, understandable core takes priority over shipping every idea at once.
NPCs, jobs and organisations require authored, reviewed and curated material.
Backer concepts must fit the world, legal requirements, age rating and standards.

Enter the browser version today or inspect the public roadmap behind the production push.