Quick start

Choose any of the six cosmetic characters, start in Austin and inspect the market. Buy goods you can afford and carry, then decide whether to stay or fly. Trading and opening screens do not advance time. Only staying or flying moves the campaign forward.

Start playing

Trade and travel

Every city has its own price tendencies and each new day can bring ordinary movement or an exceptional shortage or surplus. Buy, sell and dump directly from the market. A truthful pager lead can point to one next-day opportunity generated from the same destination market you will reach if you fly immediately, but it never reveals an exact price.

Stay Here advances one day in your current city and partly blends the next ordinary quote with the previous market. Fly Away costs a fare, advances one day and opens a fully refreshed destination market. Carrying exposed goods can attract airport attention.

Cash, debt and rank

Cash pays for goods, fares, equipment, treatment and repayments. Banked money is safe from some street losses but must be withdrawn before normal spending. Five lenders offer different rates and repayment windows. Existing debt gains interest, so early or partial repayment can protect a promising run.

Rank progression uses operating value: cash, bank funds and goods at recorded cost, minus debt. Equipment does not count. Promotions require holding the next target for two moves. Characters never alter prices, luck, capacity or combat.

Vaults and shipping

Each city has a separate vault. Stored goods remain tied to that city and vault access is restricted to once per day. Shipping lets you send carried stock to another city through one of four shippers and three delivery speeds. Cost and risk depend on the route, quantity, speed and shipper.

Equipment, health and combat

Shopping offers melee weapons, firearms, ammunition, armour and Bear Spray. Bear Spray masks up to 100 carried units on one flight and is consumed. It reduces risk but does not guarantee a clean airport check.

Confrontations are turn based. You can surrender, run, bribe or fight when those options are available. Weapons differ in damage, accuracy, ammunition use and durability. Broken reusable weapons must be repaired in Inventory or Shopping before they can be used again. Hospital treatment restores health without changing the underlying combat rules.

Finish and scoring

Final score = cash on hand + bank balance - outstanding debt.

Unsold carried goods, vault stock, pending shipments and equipment have no automatic terminal score value. The final-day interface warns you to sell what you can. An optional emergency buyer can liquidate carried cargo at a reduced rate on the final day, but nothing else is silently converted.

Local saves and offline play

Every accepted action is saved locally before the interface treats it as complete. Continue restores the single active run, including pending events and combat. Finished records are kept in this browser. There is no account and no mandatory cloud save.

Once the required game files have been cached, the game can relaunch offline. Public score publishing is separate and optional. If the score service is unavailable, local saves, results and replay remain intact.

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