/SAFEHOUSE
SHELTER REGISTRY — HEAT CUMULATIVE
=== THE NERVEWRACKING PART OF THE GAME ===
Your crew lives somewhere, and where that is will always be a strategic decision. Regions contain safehouses which can be cold or active CORP rentals. The first are scarce and precious and the second are cheap, plentiful, and inspected by CORP.
REGION 3 — “EVERYTHING IS BETTER™ HERE”
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| ? | ■ | ▒ | ? |
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Hover or focus a cell to scout it.
=== HEAT, AND WHAT IT GETS YOU ===
Every trace, sloppy exfil, and loud attack can add heat to your safehouse. Hot safehouses get watched, and watched safehouses get raided. A raid is a disaster you withstand, flee, or [UNETHICAL].
Location: Safehouse 2. Heat: critical. Raid forecast: imminent. Recommendation: flee while you still can.
=== CORP COUNTERATTACKS ===
CORP doesn't just sit by and watch. It attacks you digitally and physically:
CORP counterattacks: steal money — accounts drained, debts called. Brick items — your gear remotely disabled. Trace operators — status moves from safe to run now. Reveal safehouses — status moves from hidden to compromised. Steal creds — that door is locked again.
Nothing you own is fully safe. Not your money, items, identity, or address. But that's the game... a crew that succeeds is a crew that plans ahead.