The game · everything you can do
A taste of the underworld
A selection. Most of it you only find once you know the right people. The world doesn't wait: everything keeps running, even while you're offline.
ShadyShizzle is an always-online crime game in one shared world. Every six hours the world round runs: property earns, loads arrive, prices move, families strike back and the police make their rounds. In between you do your jobs, in real time. Every choice in two taps.
On the street
You start in a real neighbourhood of a real city, with nothing. Over 1,600 street jobs, from pickpocketing and stealing a scooter to collecting protection money and boxing in a cash van. Which ones you see depends on where you are: a port city has different ones than a village, a border town different ones than a villa district.
Jobs take real time. You walk or drive there through your neighbourhood, at night. On the way something happens: a police car on the corner, a witness who looks too long, a door that's locked after all. Then you choose: keep going, pay someone off, or walk away. Every choice changes your odds, your loot and how hot your street gets.
If it fails, you get away, end up with a back-alley doctor or spend a few hours in a cell. Every outcome can be checked: the game stores the state and the roll of every job.
What counts
- Ten stats, from Strength and Cunning to Charisma and Network
- Heat, file, health, stress and respect
- How rich and busy the neighbourhood is: more to take where it's rich, less noticed where it's busy
- Gear from the fence, different prices per country
- Doing it yourself is faster than having it done, but the risk is yours

Ten careers
Your rank says how big you are; your careers say in what. There are ten careers, each with its own property, jobs, contacts and a ladder of ten trade levels. Nobody can do everything at once: if you want to grow, you have to choose, work together or buy from others.
You don't need to know what you want up front. Every day you can do a trial job from every career, and the game shows where your talent lies. You become what you do: smuggle a lot and you get slyer, and the slyer you are, the better you smuggle. Your first career comes at the second rank; later you can hold up to four at once.
Your main career becomes a rumour attached to your street name. "They say he's in the port business." Nobody knows for sure.
A few of the ladders
| Career | From · to |
|---|---|
| Drugs | Dealer · Cartel Boss |
| Smuggling | Smuggler · Logistics Emperor |
| Weapons | Haggler · Merchant of Death |
| Nightlife | Bouncer · King of the Night |
| Laundering | Bookkeeper · Financier |
| Corruption | Go-between · Shadow Minister |
| Violence | Brawler · Warlord |
| Theft | Burglar · Mastermind |
| Gambling | Croupier · The House |
Fifteen day jobs
A day job is your cover. It pays a small salary, makes you look legitimate and opens doors that would otherwise stay shut. A dock worker can skip scanning a container. A car mechanic can borrow a customer's car for the night. A croupier can change chips for a regular.
Those temptations are easy and the risk is small. That's exactly why they work. But get too hot and you lose the job, and suddenly you're someone without a story.
- Dock workersmuggling
- Truck driversmuggling
- Taxi driverdrugs · nightlife
- Parcel courierdrugs · theft
- Security guardviolence · theft
- Construction workertheft
- Car mechanictheft
- Bartendernightlife · drugs
- Croupiergambling · laundering
- Accountantlaundering · corruption
- IT specialistlaundering · corruption
- Nursedrugs
- Estate agentlaundering
- Studentdrugs · nightlife
- Unemployedalso a choice
Property and labs
Money that comes in while you sleep. From a barn and a bar to a club, a hotel or a casino in a world city. Every neighbourhood has a limited number of spots, and some of them already belong to the local families.
Production is best done where nobody looks. A grow-op or a lab in a quiet village runs better and gets busted less often than one downtown, where the local officer and the neighbours see everything. In Brabant you can build something big in peace. Until someone talks.
Property wears out, needs fixing up and draws attention: a threatening letter, a smashed window, a takeover bid, sometimes a robbery. Muscle at the door helps.
From small to big
- Barn, holiday cottage, rental home
- Bar, garage, car wash, restaurant
- Coffee shop, where the law allows it
- Club, gambling hall, hotel
- Casino, only in a metropolis
- Grow-ops and labs, ideally where nobody looks

People
First you do it yourself. Later you hand it off and direct the work. You hire from the candidates who turn up every round, each with their own skill, their own loyalty and a street name like Sjors the Shark or Nadia Teeth.
Pay them well and they stay. Underpay them and they walk, or talk to the police. A job you've done well five times yourself can be done by someone else: they take the risk, you get the loot and a small share of the heat.
Who you hire
| Courier | Moves loads |
| Driver | Drives, and never too fast |
| Cook | Runs a lab or a grow-op |
| Bookkeeper | Launders money through a legal front |
| Muscle | Protects a load or a property |
Loads and real ports
Local earns high margins; far away rules with volume. You buy at the source, where it's cheap, and sell where the street price is high. In between lie borders, customs and 171 real seaports, from Rotterdam and Antwerp to Santos, Guayaquil and Manzanillo.
A load within the country arrives in a few hours; to another continent it takes a day and a half. The bigger the load, the more it pays and the harder it hurts when it's intercepted. A courier, a driver and some muscle help. The right customs officer on the payroll helps more.
How it works
- Every country has its own production, transit and demand
- Street prices per country and per product
- Four sizes, from a bag to a container load
- Intercepted? Load gone, file thicker
- Your own yacht or private jet makes it easier
Territory and families
Every city has its own underworld: made-up families, gangs, motorcycle clubs, smugglers and syndicates, each with a character of its own. A port city has smugglers, a financial district a syndicate, a metropolis a cartel. Big cities have more of them, and where it's rough, they're more aggressive.
With enough influence in a district you can claim it. Then you collect protection money and every job there pays more. But the families strike back: they take back whatever is weakly held, send a warning, or pay you a visit. You can also make a deal. For now.
Who's already there
- Families in the villa district
- Gangs in the working-class areas
- Motorcycle clubs on the industrial estate
- Smugglers in the harbour quarter
- A syndicate in the financial district
- A night clan in the nightlife centre
Together
You add friends with a six-character code, see who's online and chat. Together you start a clan, with a name and a tag of up to four letters, up to twenty-five members.
Bigger jobs take two, three or five people: a ram raid on a jeweller, a truck of cigarettes across the border, fake invoices on a building project, running an illegal gambling den for a night. Everyone plays the same roll, and the loot is shared fairly.
In your familia you give orders to clan members: a job you've mastered, for a cut of the loot. They get experience, you get respect.
In short
- Friends by code, chat
- Clans of up to 25 members
- Group jobs with 2, 3 or 5 players
- Familia: orders with a cut
- Betrayal is allowed. It will cost you your name.
Disappearing
No borders. Too hot? Move to another city, another country or another continent. Every country has its own police, corruption and healthcare, and its own willingness to extradite you. Wanted in your own country? Go abroad. Wanted internationally? You'll feel it at every border.
Fake papers come from the forger: cheap, good or diplomatic. They wear out with every border you cross and burn when you get caught on them.
Or you go to ground. No jobs, no travel, and every round costs money. A quiet country with little surveillance and lots of anonymity beats a loud paradise where everyone watches and everyone knows you.
Fake papers
| Cheap | From any forger. Won't last long. |
| Good | Needs connections: a corrupt country or the right people. |
| Diplomatic | Big cities only, with customs on the payroll. |

Wealth
There are three kinds of money: dirty (cash), clean (in the bank) and crypto. Dirty money is fast and dangerous; clean money is slow and safe. If you want to grow without being noticed, you turn one into the other: through a car wash, a restaurant, an estate agent or a bookkeeper who never asks where it came from.
What you own says something about you. A safehouse lets you cool down. A villa with high walls makes a raid rare, but the neighbours know you live there. A penthouse gives respect that no longer fades. A yacht or a private jet makes borders thinner.
Possessions
- Safehouse and villa
- Penthouse, yacht and private jet
- A lawyer on retainer
- Bodyguards and security
- Legal investments in a front man's name
- A generous gift to the right party
Police and justice
Every job leaves traces. Heat is what the street knows about you right now, and it fades; your file is what the justice system keeps, and it almost never forgets. The thicker the file, the bigger the chance of a raid: property gone, stock gone, more in your file.
Past a certain point you're wanted in the country where it went wrong. Beyond that, with enough notoriety, an international police agency puts out a notice. Then you get recognised at borders, can be found at home, and a cooperative country will extradite you.
You can bribe the local officer, the detective or customs. Every country is different: cheap in a corrupt one, expensive and risky where the rule of law is strong.
What holds you back
- Heat per neighbourhood, and a file that stays
- Raids on property and labs
- Wanted nationally and internationally
- Cell, trial and lawyer
- Bribes, priced differently per country

Rankings, ranks and titles
There are three rankings, per city, per country and for the whole world. Empire counts your wealth, your people and your districts. Shadow counts wealth nobody sees: notoriety weighs heavily against it. Most wanted is for those who like being in the paper; nobody is anonymous there.
Stay very quiet and you appear on the lists without a name. Just a title and a country. Your title is what your numbers say about you, from Nobody yet and The loudmouth to Someone nobody knows. The highest title is for those who are rich and invisible.
Meanwhile you climb in rank, from Alley Rat to Godfather. You only see your own rank and the next two. They say it ends at Godfather.
The ladder
- Alley Rat
- Street Urchin
- Errand Boy
- Petty Thief
- Henchman
- Hustler
- Dealer
- Soldier
- Crook
- Heavy
- Lieutenant
- Capo
- Underboss
- Boss
- Kingpin
- Godfather