The core: licence, configuration pushed to every player, permissions, logs and database migrations.
67 modules.
One city.
Each module is a resource of the framework, shipped and updated with it. Here is what each one does for the city - not how.
Foundation6
The in-game interface library - notifications, dialogs, menus, inputs, progress bars.
Targeting: aim at a door, a vehicle, a person, and the available actions appear.
The head-up display and the loading screen, configurable from the panel.
A minimal command input that replaces the native chat without the noise.
The audio engine: sounds placed in space, direct sources and online streams.
Player9
The arrival path: sign-in, character selection or creation, spawning into the city.
Spawn points - last location, home, public places - managed from the panel.
Character creation, appearance shops and the wardrobe.
The clothing and outfit catalogue, its shops and their prices.
ID cards, driving and weapon licences, job badges, with their status and history.
Emotes, dances, scenarios, walking styles and expressions, in a radial wheel.
Everyday actions: crouch, tackle, push or flip a vehicle, cruise control.
Sleep debt, in game time, and what it costs those who never rest.
Hunger, thirst, alcohol, drugs and effect items - everything a consumable does to a character.
Administration & security7
The in-game admin panel: thirty-nine screens to run the city without opening a file.
The quick staff menu, at hand during an intervention.
Player actions - warn, kick, ban, teleport - with a log and rate limits.
The anticheat: server-side detection, suspicion score, graduated sanctions, case files with evidence.
The bridge to the Discord bot: logs in your channels, staff roles, whitelist, commands.
Screenshots and recordings on staff request, filed with the case.
Idle players are disconnected after a delay you set.
Jobs & institutions5
Jobs: ranks, salaries, storage and boss access, created and edited from the panel.
The radio: a walkie-talkie item, reserved job frequencies, favourites, and staff listening in for moderation.
The boss office: employees, company funds, invoices, payroll.
A player’s work interfaces - job, boss, gang - in one workspace.
The public purse: taxes, fees and VAT flow into a treasury held by a designated job.
Economy & items7
Prices and multipliers: turn one number and the whole city follows.
Personal banking: deposits, withdrawals, transfers, ATMs and counters.
Billing: rents, taxes, insurance and fines, issued and collected in one place.
Shops, their stock and prices, placed wherever you want.
The inventory: rarity, trading, backpack, wardrobe, on top of the item engine.
The living item catalogue: declare an item on screen and it lands in inventories.
Shop credits and premium perks, which switch off by themselves when the subscription ends.
Police & justice7
Police tools: placeable objects, plate reader, tracker, radar, helicopter, cameras.
The mobile data terminal: citizen search, record, fines, wanted notices.
Dispatch: automatic alerts - gunshots, crimes - and a live map.
Cuff, escort, search, take fingerprints.
Forensics: blood, casings and prints on the ground, collected by law enforcement.
The body camera: time-stamped view, evidence captured into the case, searchable archive.
Metal detectors: an alarm sounds when someone walks through carrying a weapon.
Medical2
The medical engine: injuries, bleeding, last stand, revival - decided by the server.
EMS: hospital, beds, check-in and field care.
Vehicles8
The vehicle catalogue and the dealership.
Each player’s vehicles, their ownership and condition, in the database.
A vehicle left in the street is still there after a restart.
Keys: who can open, start, lend or steal a vehicle.
Fuel: consumption, stations, jerrycan, refuelling gauge.
The workshop: tuning, mechanics and roadside repair.
The impound lot, towing and insurance.
The taxi: hail a car, a driver comes, quotes the per-kilometre fare and actually drives.
World & properties10
Properties: homes, business premises, hideouts, with keys, storage and an agency.
Objects placed in the world that stay put - decided by the server, drawn by each client.
Furniture: a catalogue to buy and place at home.
Locks: which doors open, for which job or which key.
Points of interest: markers, map icons and job zones.
Zones: one registry of circles, boxes and polygons, shared by territories and no-go areas.
Passages: from a door to an interior, from one floor to the next.
Interiors: which ones are loaded, and in what state.
World settings: services, radios, pickups, weapon recoil, removed entities.
Leisure: fishing, hunting and foraging, with trophies, a dynamic market and job production chains.
Social life3
The phone and its Nova apps, wired to the city’s modules.
Music played in game: what plays, where, and for whom.
Seventy skill challenges, armed and validated by the server.
Crime3
Gangs: catalogue, gang menu, shared funds.
Street crime: shake down a passer-by, snatch a bag - weapons, outcomes and loot set from the panel.
Illegal trade: growing, drying, street sales to passers-by and progression, with no server loop.
67 modules shown · counted on 10/13/2026