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An isometric crime sim about running a drug business in a city that reprices itself every day. Buy low, cut it, sell high across four districts, take corners, cook your own product and settle the rest in turn-based street fights. Forty missions, eight ways out.

You start on a corner with a pocket of weed and a city that does not know your name yet.

Street Hustle is an isometric crime sim about building a drug business in a city that reprices itself every single day. Every corner has an owner. Every district has a mood. Every dollar you make is dirty until you do something about it.

A market that moves without you

Eleven products, from weed to fentanyl, each with its own price across Suburbs, Downtown, Harbor and Industrial. Prices move with demand, and with word on the street about what is scarce where. Buy where it is cheap, cut it to stretch it, and sell where they are paying.

Take the corners

Twenty corners across four districts. Claim them, put lookouts and runners on them, and they earn while you sleep. Lose one to a rival crew and you take it back the hard way.

Cook your own

Stop paying wholesale. Buy a lab, source the chemicals, start a cook, and come back for it - if the place is still standing when you do.

Settle it on the street

Turn-based fights with 23 weapons, from bare fists through a machete to a minigun. Talk your way out, pay your way out, or put someone down. Four gang bosses run this city and none of them is going to hand it over.

The heat is always coming

Deal in daylight and somebody makes a call. Heat climbs district by district, and detectives learn your face. Run, bribe, or shoot your way clear - and if they do take you in, what happens next depends on who still has your back.

Make it clean

Fifteen interiors you can walk into: a nightclub, a casino, a laundromat, a chop shop, a pawn shop, a bank. Buy businesses, wash money through them, move it into crypto, park it somewhere it cannot be traced. Dirty money cannot retire.

Forty missions, eight ways out

A four-act story about Nico, Rosa, Karl, and a detective named Marlow who already knows exactly who you are. Choices are remembered. You can end this as the kingpin, as an informant, as a ghost with a quarter million offshore, or in a cell with the door shut behind you. Eight endings. One city. One run at it.

Also in the box

  • 72 skills across dealing, combat, business and nerve

  • A full day and night cycle, with rain and fog

  • A phone, with a dark web that sells what no shop will

  • Mouse and keyboard, or gamepad

  • English and Spanish