Feature
Crimes & Consequence
Every job in Ashgate costs something and risks something. There's no free grind.
Nerve, not stamina
Crimes cost nerve, which regenerates over time. It's a soft cap on how much you can do in one sitting — Ashgate is built to be checked in on across a day, not marathoned in one. Higher-tier jobs cost more nerve and carry a longer cooldown before you can run them again.
Rank-gated, district-tied
Crimes unlock as you rank up, from a Nobody's first pickpocket in South Market to jobs only a made name can walk into in Kings Yard. Every crime is tied to a real district — there's no generic "commit crime" button, because the city isn't generic either.
Heat and real risk
Every risky action raises your heat — the city's read on how much attention you're drawing. Higher heat means a rougher time on your next job. Fail badly enough and you land in Blackwater Holding (jail) or St. Mercer's (hospital), both of which cost you time and standing, not just cash.
Fictional, not instructional
Every crime in Ashgate is written as a cinematic set piece tied to Ashgate's own districts and lore — never a real-world how-to. It's a criminal career told through a game system, not a manual.
Next: see how a rank-up actually changes what's open to you in Seasons, or how it plays out across the map in A Living City.
Start as nobody. Earn your name.
Join the Season Zero waitlist. Access is limited while systems are tested, and joining does not guarantee an invitation.