“This project is deeply personal, It’s the culmination of 20+ years of gaming, dreaming, and wishing — all leading to this moment.“ — Matt Raimondo, 762 Interactive Founder
Next Gen Gangster Game
We’ve played nearly every big-name gangster game out there. And like you, we crave more.
More depth. More grit. More strategy. More of that raw underworld energy that made the genre feel alive.
But let’s be real, it feels like something’s been lost in gaming lately. Especially in the crime strategy space.
A true gangster management game should feel….well….gangsta.
To us, that means starting from nothing. You’re the small fish, just trying to carve out a corner. Taking blocks. Making moves. Dodging heat.
Because the cops, the system — and the other crews — don’t want to see you winning
Or as rapper artist Kodak Black once said, “They’d rather see you in the penitentiary.” (or worse if we are being honest…)
But there has to be more than just the street grind.
What We Want in a Crime Mangement Sim
We want economy — producing, distributing, laundering, profiting. We want diplomacy — navigating threats, negotiating with factions, cutting deals with dirty cops. We want power — the kind that comes from smart decisions, ruthless plays, and knowing when to pull the trigger….. or when to shake a hand.
And yet, for some reason, no one’s really put all of that together, not in one cohesive, grounded, satisfying package.
That’s where 762 Interactive comes in.
We’re Taking it Upon Ourselves
At 762 Interactive we’re building a next-generation crime management sim — one that blends street-level survival with empire-scale decision-making.
It’s ambitious. It’s gritty. It sounds fun as hell on paper.
We’re not here to tell you it’ll be the “perfect gangster sim” or “the best ever.” That would be foolish.
But what we can promise is this:
We’re giving it everything we’ve got.
Because we’re fans too — and we want something real just as much as you do.
Want in early?
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MAJOR: Every core gameplay system is now represented in the build. From Planning & Orders to the Live Workday and Review phases, the pieces of our crime strategy simulation are beginning to function together as one connected experience.
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.
February was a strong month for Project Kingpin, with progress across gang setup, persistent crews, crew pins, and core game design. We also shared a sneak peek at new map building and building creation tools.