Answers to common questions about Silent Kin. Follow the linked guides for full explanations of each system.
Jail can follow a critical crime failure, a maximum-Heat arrest check, a smuggling bust or a critical failure while busting another prisoner. Check the Jail screen for your reason and remaining sentence.
Wait for release, pay the displayed guard bribe or receive a successful bust from another player. You cannot use the player-bust action on yourself. See Jail and Busting.
No. A failed attempt leaves the target unchanged. A normal failure adds Heat to the helper; a critical failure adds more Heat and can jail the helper. Attempts still spend resources. Busting near natural release is easier, but successful attempts then grant less Bust XP.
PvP and failed activities can cause hospitalization. The Hospital screen shows the reason and remaining time.
| PvP outcome | Base stay |
|---|---|
| Attacker wins and chooses Leave, or makes no choice | 20 minutes for the defender |
| Attacker wins and chooses Mug | 30 minutes for the defender |
| Attacker wins and chooses Hospitalize | Two hours for the defender |
| Attacker loses | 45 minutes for the attacker |
Applicable career, upgrade and equipment effects can change the final stay. Other activities have their own durations. See Combat and Hospital and Reviving.
Wait for discharge, use an appropriate medical item or receive a successful revive. Other players can only revive you if your Accept revives setting allows it.
A revive clears hospitalization but does not refill Life. Check your health before fighting again.
You or the target may be jailed, hospitalized or traveling. You also need enough resources and cannot start an attack while laying low or using a Safe House.
You cannot attack your own family. Attacking an allied family is normally blocked unless an active Family War or Zone War permits it. Lay Low on the defender does not provide protection from attacks.
After winning an attack, the attacker can choose Mug. Its base take is 5% of the defender's eligible cash at the time the choice is resolved. Money offered in an active personal trade is excluded from that base. Active events can modify the attacker's reward.
Banked money is excluded from the mug calculation. See Bank and Trading with Players.
Yes. Open its replay link from your activity history. Finished fights show the combat log and health remaining after each action.
Base passive decay removes two Heat every ten minutes. Applicable upgrades can improve it.
Manual Lay Low lasts 30 minutes and removes 25 Heat when completed. Cancelling early forfeits that completion reduction. It blocks activities such as crimes, training, travel and starting attacks, but does not stop another player attacking you. See Heat and Lay Low.
No. Reaching maximum Heat can trigger an arrest check during a crime attempt. The outcome depends on the applicable risk rules; a full bar does not itself guarantee immediate arrest.
Yes. Resource recovery and Heat decay account for elapsed time when the server updates your state. Staying logged in does not create extra recovery. Passive recovery stops adding to a resource while it is at or above its cap.
Life normally recovers by 5% of maximum Life every five minutes. Energy, Nerve and Focus use their own recovery schedules and modifiers. See Resource Planning.
The game uses the server's clock and calibrates your browser against it. Refresh if a timer looks wrong. Report persistent differences of minutes, with the affected activity and the time you observed it.
Crime rewards depend on the rolled outcome and applicable modifiers. City effects, progression bonuses, active events and income deductions can affect the amount you receive. A displayed typical reward is not a guaranteed payout. See Crimes.
City-stored drugs use the Street Market. They cannot be included in ordinary inventory gifting or personal trades. Check an item's location and tradability before transferring it. See Market and Items.
Benefits tied to your current family no longer apply after leaving. Family-tenure progression is tied to current membership. Personal progression and family membership are separate systems. See Family Basics.
Status increases maximum Energy, Nerve and Focus, giving you larger buffers between sessions. That capacity increase is not a regeneration-speed bonus. Resource refills are a separate Donator Points purchase. See Donator Status and Donator Points.
The wiki uses a separate wiki account. Being signed into the game does not automatically sign you into this site.
Leave a comment on the relevant page or contact staff through the game's community channels. Include the activity, the observed behavior and any relevant numbers. Editing access depends on your wiki role.
Use the current in-game requirements, costs and timers when acting. This wiki explains the systems, but mechanics can change. Report any discrepancy so the guide can be checked against the current code.
Game mechanics checked against the code on 17 September 2026.