The Game

Crime is a Career.

What you actually do on the coast

Take work. Carry the heat it leaves behind. Turn what survives into something the city has to respect.

Social by Design

Crime is better with crew.

Heists need coordination, and crew composition changes the outcome. Other players are the game, not the background.

Persistent World

The city remembers.

Rep, heat, cash and infamy carry over. There is no reset between sessions.

Discord-First

No install. No friction.

The game lives where your crew already talks. Commands are the interface; the economy runs underneath.

The Criminal Arc

From Street-Level to Legend

A beginning, a turning point, an endgame. Each stage opens new systems and new exposure.

01
Live

The Beginning

Petty Criminal

"Every city career starts somewhere. Yours starts in the alley."

What Opens Up

◆Street crimes & drops
◆Dirty cash accumulation
◆Heat system exposure
◆Basic street rep

The Stakes

Low heat. Low payout. Low profile.

02
Live

Building a Name

Street Operator

"People are starting to know you. That's useful and dangerous."

What Opens Up

◆Infamy tracking
◆Repeat job bonuses
◆Contact network access
◆City district access

The Stakes

Your name is worth something. So is your head.

03
Coming

The Turn

Career Criminal

"You stop reacting and start planning. This is where the real money begins."

What Opens Up

◆Crew operations
◆Multi-role heists
◆Payout splits
◆Trust ratings

The Stakes

Crew dynamics. Betrayal has a cost. Loyalty has a reward.

04
Later

Empire Mode

Organized Crime

"You're not running jobs anymore. You're running a business."

What Opens Up

◆Front businesses
◆Laundering networks
◆Passive income
◆District influence

The Stakes

Exposure to rivals. Business to protect. Territory to hold.

05
Later

Endgame

Crime Lord

"The city either works for you or it works against you. Nothing in between."

What Opens Up

◆Territorial control
◆Faction alliances
◆Broker missions
◆Prestige legacy

The Stakes

Everyone wants what you built. Nothing is safe. Everything is worth it.

Persistent Identity

Four Numbers That Define You

Four persistent numbers. They move constantly, they pull on each other, and they cannot be reset.

/REP

Street Rep

Who you are in the city.

74/100
/INFAMY

Infamy

How loud your name is.

48/100
/HEAT

Heat

How much attention you've drawn.

62/100
/TRUST

Trust

What your crew thinks of you.

86/100

The Economy

Not All Money Is the Same

Every dollar starts dirty. Getting it clean is the other half of the game.

Dirty CashUnwashed / Flagged
HOTDIRTY

$6,840

Dirty Cash6,840 / 10,000

Flagged money. It can be laundered — or seized.

"Every job pays in dirty cash. The question is what you do with it before it burns you."

Clean CashLaundered / Safe
Laundered

$2,200

Clean Cash2,200 / 10,000

Safe money. It buys businesses, upgrades and standing.

"Clean cash is the finish line for every job. The laundry cut is the cost of doing business in this city."

Dirty → Clean

Laundering runs through your business network. The cut you pay depends on what you own.

RISK AND REWARD
04 OPERATIONS

Every Job Is a Decision

From quick solo drops to full-crew heists. The reward scales with the risk, and the risk is real.

Job Board
Interface art — job board

Solo Operation

PIER 9 DEAD DROP

Live

Quick package transfer. Low visibility, predictable outcome.

Risk
Reward
Heat Impact

Solo / Duo

MARINA SMASH & GRAB

Live

Faster payout, higher exposure. Works best with a driver.

Risk
Reward
Heat Impact

Crew — 3 Roles

LANTERN ROW VAULT

Coming

Coordinated entry. Requires Hacker, Enforcer, Wheelman.

Risk
Reward
Heat Impact

Crew — 4 Roles

THE AURELIA RESERVE

Coming

The flagship heist. Full planning required. One shot per cycle.

Risk
Reward
Heat Impact
HOW YOU PLAY
02 MODES

Solo or Social — Your Call

It works alone. It works better with people. Both are real ways to play.

Solo Play

Self-Sufficient Operator

Your own schedule. No crew, no splits. Short sessions, full control.

Crew Play

Coordinated Operations

Roles assigned, cuts negotiated, people trusted. Higher reward, shared consequences.

DISCORD-FIRST

Built Where Your Crew Already Lives

Your crew chat, your work and everything you own live in the same place. Nothing to install, nothing to leave for.

Join the Server
#sable-coast-bot
Online
NN
NightOwlToday at 11:42 PM
/crime run pier9
SC
Sable CoastAPP · Today at 11:42 PM

✓ CLEAN GETAWAY — PIER 9 DEAD DROP

Payout

+$1,340

Heat

+12

Rep

+8

Cash is dirty. Launder through your business or hold.

NN
NightOwlToday at 11:43 PM
/launder all
Sable Coast is typing...
THE LOOP
06 STEPS

How a Session Flows

Sable Coast has a satisfying loop at every scale — from a five-minute session to a month-long campaign. Each cycle feeds the next.

Heist Planning
Interface art — heist planning
◆
01

Commit

Run a crime or heist

◆
02

Earn

Dirty cash + heat

◆
03

Manage

Heat, rep, trust

◆
04

Launder

Convert dirty to clean

◆
05

Invest

Upgrade, expand, crew up

◆
06

Scale

Bigger operations

↻

Loop repeats at higher scale each cycle

Current Status

What Exists Today

The core systems are live. The rest ships when it is ready.

Street crime, cash and heat

Live

Crew heists and the Aurelia Reserve

Coming

Empire, laundering and vehicles

Later
SC

Start Your Career

Own the Coast. Build the Network.

The coast is live and waiting. Run your first job tonight.

Join Discord & Play Free

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