COMING SOON

The City doesn’t care who you are — only what you control.
A fractured metropolis of neighborhoods, crews, and crooked institutions, it’s a place where loyalty is currency, and every block is a battleground.
The higher you climb, the more the city pushes back.

FLOW & FORTUNE

Profit doesn’t come easy — it’s built step by step. Produce the product, move it through your network, push it on the street, and wash the cash clean.

HEAT & HOSTILITY

Enemies come from all sides — cops, rival crews, and anyone eyeing your corners. Use diplomacy when it works, muscle when it doesn’t.

INTEL & INFLUENCE

Every neighborhood has its eyes — from corner crews to connected insiders. Gather intel, build relationships, and use that edge to stay one move ahead.

You run the crews, control the cash, and answer for every move…

BUILD THE

OPERATION

Start from the bottom. Turn stash houses, dealing spots, and laundering operations into a full-blown criminal empire.

MANAGE

HEAT

Cops & Rivals are always watching. Keep your profile low — or deal with the fallout.

CALL THE

SHOTS

Run your crew, upgrade your operations, and make the calls that shape your empire. Decide who rises, who gets cut, and how far you’re willing to go.

OWN THE

STREETS

Control neighborhoods block by block. Set up shop, gather intel and flip the city to your side.

Your Empire Starts Now

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Go Inside the Operation

From early system design to concept art, devlogs, and design breakdowns — this is where we share the work, the decisions, and the thinking behind Project Kingpin.

This month, much of the team’s work focused on three major areas: making rival gangs and the police more capable of reacting to the player, defining the game’s criminal economy in greater detail, and exploring the visual direction for our in-game UI.
This month, we expanded combat, connected crews more directly to the action, strengthened character identity, and continued building a city where rival gangs, police, civilians, and unexpected threats can collide.
This month, our team began building the first playable version of the core experience, with progress on fog of war, crew systems, combat, and the living city that will form the foundation of our crime strategy game.
This month, much of the team’s work focused on three major areas: making rival gangs and the police more capable of reacting to the player, defining the game’s criminal economy in greater detail, and exploring the visual direction for our in-game UI.
This month, we expanded combat, connected crews more directly to the action, strengthened character identity, and continued building a city where rival gangs, police, civilians, and unexpected threats can collide.
This month, our team began building the first playable version of the core experience, with progress on fog of war, crew systems, combat, and the living city that will form the foundation of our crime strategy game.
We transitioned from prototype exploration into a focused MVP roadmap !!