Owning Property
There's no base-building here. Instead you buy a property — it gives you secure storage, a place to respawn, room to grow drugs, and (on the right buildings) a business that earns you money.
Almost everything you deploy — planter boxes, furnaces, a workbench, a personal recycler — can only be placed inside a property you own. So your first property isn't just a stash; it's the foundation for crafting and the whole drug trade.
Buying & Renting
- Find a placeWalk into a buyable building.
- Open Real EstateOn your phone (/phone), open the Real Estate app and switch to the Real Estate tab.
- Buy itIf your bank balance covers the price, it's yours.
You can own one property by default. VIP adds a second and VIP+ a third (up to three total); some special property types are limited to one each. See the Perks page.
Which Property Should You Buy?
Properties range from a cheap starter stash to a sprawling warehouse grow-op. The big thing new players miss: only some properties let you place planter boxes — apartments, business units and storage units allow zero. If you plan to grow, this table is your shopping list (planter counts are the most each property can realistically hold):
| Property | Buy price | Planter boxes | Good for |
|---|---|---|---|
| Storage Unit | $2,925 | None | Cheap secure stash — storage only, can’t grow |
| House (Tier 1) | $15,300 | 3 / 6 | Cheapest property that can grow — a small home garden |
| House (Tier 2) | $31,200 | 6 / 12 | More storage and grow room |
| Warehouse (Tier 1) | $16,800 | 12 / 24 | Best-value starter grow-op — mid-size production |
| Warehouse (Tier 2) | $60,400 | 25 / 50 | Large production |
| Warehouse (Tier 3) | $80,800 | 40 / 80 | Full-scale empire |
| Apartments & Business units | varies | none | Storage / storefront only — no growing |
Members & Protection
Owners add members to a property through the Real Estate app — they share access and can help pay the rent. Members also drive the single most important defensive rule in the game:
Business & Laundering
Some properties are store-fronts / businesses — for example the units in the mall. Owning one lets you sell items with no tax, so every sale keeps its full value. They also quietly earn you a commission on nearby shop, harvest and rent activity — paid straight to your bank, the closest thing to passive income on the server.
Business properties also host the dirty-cash launder box, which cleans illegal money on a timed cycle. The rate depends on the business type, with stronger businesses cleaning more per cycle (see Money & Banking). One note on tax: the only literal tax tied to property is 10% when you resell a property to another player.
Raiding a Property
Want what's behind someone else's door? Raiding is how you take it — but it's loud, time-limited, and turns the area into a battlefield.
You'll need: explosives (C4, satchels or explosive ammo to blow the doors — mostly crafted; raw Explosives can be bought from the Illegal Dealer once you've earned the reputation for them), a Code Cracker, and at least one of the property's members online. You can't raid a fully-offline property, and you can't raid someone in passive mode.
Code crackers
A Basic Code Cracker costs $1,550 at any Equipment Store or Gang Hideout, and it's all you need for house doors. Tougher locks — vehicles, ATMs and bank vaults — go easier with an Advanced or Professional cracker, which you craft at a workbench. Note: a cracker is used up the moment you start the minigame, even if you fail.
- Crack the lockPut the code cracker in your hotbar, aim at a door, and choose hack. A number-sequence puzzle opens — each guess colours your digits green (right number, right spot), orange (right number, wrong spot) or red (not in the code). Crack it before you run out of attempts. Stay within ~5 m of the door or it fails. Fail it and you take a shock, a small fine and a wanted star.
- The alarm goes upSuccess turns the property into a Warzone PvP zone and alerts every online member. You'll see a "disarming security" prep bar — for the first 120 seconds the doors can't be breached. Use that time to fort up and watch for defenders.
- BreachOnce prep ends, the doors and structures become destroyable — blow your way in and clear the storage.
- Beat the clockThe raid auto-ends after 45 minutes, or the moment the raid leader leaves the zone. There's a 60-minute cooldown before that property can be attacked again, and once the raiders clear out for ~10 minutes it auto-repairs.