Every update to STATURE, the free browser crime RPG set in the city of Greyhaven. Newest first.
1.81Pre-launch fixes
Combat: every player you can attack now has a Fight button in the target list, so you no longer have to open their profile first.
Getting Started: the "Commit a crime" step now takes you straight to the street crimes list.
Gifting and selling: if you own a very large collection, your newest items now always appear in the gift and sell lists.
Crafting: fixed a rare case where a finished craft could fail to record properly.
1.80Launch day: fresh start on 1 December
STATURE launches on Tuesday 1 December 2026 at 00:00 UK time, and everyone starts again from zero: level 1, £500 and a week at Iron Yard gym, the same as a brand-new player.
You keep your account, username, friends, private messages and profile. Organisations, companies, items, cash and stats all start fresh.
Everyone with an account before the launch becomes a Pioneer: a permanent badge on your profile and a Pioneer achievement. Sign up before 1 December to earn it.
The Founding 50 keep their numbers, and get their founder reward again in the fresh world.
1.79Job perks and six new company types
Every job now gives a perk from its industry while you work there. It starts at Established grade and doubles at Supervisor: Healthcare shortens hospital stays, Security cuts what muggers take, Logistics adds travel cargo space, Automotive speeds up journeys, Retail lowers shop prices, Hospitality boosts your daily reward, Construction cuts your company upgrade costs and Manufacturing speeds up crafting.
Six new company types: Security Firm, Private Clinic, Construction Contractor and Fitness Gym (legitimate), and Backroom Casino and Counterfeit Print Shop (criminal). Each has its own staff ranks, daily director tasks and operations.
Companies give perks too. Staff get their company's industry perk from career level 2 (doubled at 4), and directors from 12 successful operations (doubled at 100). Fitness Gyms boost gym gains, and Print Shops shorten jail stays.
Companies feed the trade between organisations. A company backed by a Corporation or protected by a Syndicate makes its speciality at half the production cost: a Motor Workshop makes getaway vans, a Security Firm makes guard rotas, a Clinic makes medical kits, a Backroom Casino makes leverage files, and more.
1.78Crime approaches, category perks and new achievements
Choose how you work on the Crimes page. Careful gives +10% success, half the Heat and less arrest risk, but 25% less cash. Bold gives +40% cash and +20% Crime XP, but −10% success, 50% more Heat and more arrest risk. Your choice applies to every crime until you change it.
Category mastery: successes across all the crimes in a category unlock perks for that category. At 50 you get +2% success. At 1,000 you get +3% more success and +10% cash.
At 250 successes each category gets its own speciality: Street crimes cost 1 less Nerve, Theft pays 10% more, Property finds better loot, failed Vehicle crimes are less likely to end in arrest, Organised crimes make 25% less Heat, and Bold Elite crimes lose only half the usual success.
21 new achievements: Bold and Careful crime streaks, category specialists, contract tenders, supply deals, making trade goods, everyday contributions to your organisation and company backing. They count what you've already done.
1.77Syndicates and Corporations need each other
Every heist now needs goods that only a Corporation makes: a getaway van, delivery paperwork, guard rotas, building blueprints or a medical kit. A heist can't launch until a Corporation supplies them.
Corporations get their own crew jobs, contract tenders (Shopfront Refit, Docklands Depot and Crown Tower), paid in Focus, with Commerce XP and Influence. Every tender needs goods only a Crime Syndicate makes: untaxed materials, leverage files or hired muscle.
The planner invites a supplier from the other side and offers it 5–30% of the take. The first to accept hands over the goods. If the job succeeds, the supplier gets its share and some Respect or Influence. If it fails, the goods are lost. If it's called off, they go back.
Members make the goods possible just by playing: successful crimes, job tasks, company shifts and company work earn production points (and Respect or Influence) for your organisation, up to 20 a day each. Officers turn points and vault cash into goods on the new Trade tab.
Company owners can put a criminal company under their Syndicate's protection (+4% operation success, 40% less police risk) or have their Corporation back a legitimate one (+8% revenue), for 10% of each successful day's takings.
New Trade and Contributions tabs show invitations, your store, your partners and who in your organisation added what this week.
1.73House fighters
Fight night now goes ahead with just 2 or 3 sign-ups: house fighters fill the bracket so there are always 4.
House fighters are built from the entrants' own strength. They can beat you, and even take the belt, but they never take prize money, so your winnings are the same.
1.71Travel trade log
The Travel page now has a Your cargo box: what you're carrying, what you paid and where it sells best. Trade goods live in your hold, not your Inventory.
A new Trade log lists your recent buys and sales (with profit or loss), plus anything customs seized or robbers took on the road.
1.70Fight night extras
Home now shows tonight's fight night: start time, fighters signed up, the pot and a one-click Sign up button.
Global chat announces fight night two hours before it starts, and names the champion when it's over.
Tournament champions get a 🏆 title on their profile, with a count of their wins. The latest winner is the Reigning champion.
1.69Achievements for the new content
24 new achievements for Elite crimes, the Kingpin and Legend of Greyhaven ranks, Elite gear, heists, weekly challenges, collectible sets and nightly tournaments.
Two new achievement tabs: Weekly Challenges and Collections. Tournament achievements are under Combat.
They count what you have already done, so if you already qualify they unlock the next time your achievements are checked.
1.68Nightly fight tournaments
A knockout tournament every night at 20:00 UTC. Sign up on the new Tournaments page (under More) for £5,000, from level 10 (accounts 3+ days old).
Your stats, weapons and armour fight for you, and moves are chosen automatically. Tournament fights are exhibitions: no Health, ammunition or wear is used.
The prize pot is every entry fee plus £25,000 from the house: 60% to the champion, 25% to the runner-up and 7.5% to each semi-finalist.
It needs 4 fighters, otherwise it's called off and every entry is refunded. You can withdraw for a full refund any time before it starts.
1.67Organisation heists
Crime Syndicates can now pull heists together: a Bonded Warehouse Raid (2 crew), an Armoured Convoy Ambush (3) or the Crown Casino Takedown (4).
A Leader, Co-lead or Operations officer plans the heist on the new Heists tab, members take crew roles (paying Nerve), and it launches once every role is filled.
Experienced crews succeed more often. The take is split evenly between the crew, 20% goes to the organisation vault, and the organisation earns Respect.
Each heist has a cooldown per organisation. Leaving the crew or calling it off returns your Nerve.
1.66Collectible sets
Four collectible sets to hunt for: Street Relics (lower-tier crimes), Docklands Cargo (scavenging), Travellers' Curios (trade trips) and Crown Jewels (Vehicle, Organised and Elite crimes).
Hand in all four pieces of a set on the new Collection page (under More) for a permanent bonus: +3% crime cash, +10% extra scavenging finds, +5% trade sale prices or +2% crime success.
Pieces can be traded, so you can buy missing ones from other players.
1.65Weekly challenges
Every week brings five challenges, shown on your Home page: collect your daily reward on 5 days, plus four that change each week (crimes, training, fights, job shifts, errands, crafting, trade trips and more).
Targets match your level band, which is set when the week starts, and each challenge pays cash as soon as you finish it.
Finish 3 for a Supply Crate and all 5 for an Arms Crate. Players level 30 and above also get 2 Vault-Grade Alloy for finishing all 5.
A new set starts every Monday at 00:00 UTC.
1.64Elite crimes and Elite gear
Five new Elite crimes after the Crown District Heist: the Casino Counting Room, the Gallery masterpiece, a bonded port container, the Greyhaven Bank Vault and the Royal Mint Job (130,000 to 420,000 Crime XP).
Elite crimes need two new tools made at the Workshop: the Thermal Lance and the Ghost Kit.
They pay up to £52,000 and drop Vault-Grade Alloy, a new material only found on Elite crimes.
New Elite gear: the Vanguard Rifle, Obsidian Blade and Aegis Plate. Rare finds on Elite crimes, or crafted at Crafting level 80 with Vault-Grade Alloy.
Two new crime ranks: Kingpin (250,000 Crime XP) and Legend of Greyhaven (500,000).
1.63Reward pop-ups and invite reminders
Finishing a Getting Started step now shows a pop-up with your reward, even when the page returns you to where you clicked.
If an organisation invites you, a reminder with a link to your invites now appears at the top of every page.
1.62Organisations: open recruitment and organisation chat
Organisations can now set recruitment to Open, so new players can join instantly with no application wait.
Players without an organisation now see who is recruiting on the Organisations page, with Open organisations first.
Recruiters get a list of active new players with no organisation on the Members tab, with an Invite button for each.
Every organisation now has its own private chat: open the chat and switch to your organisation's tab. Chat rules and moderation still apply.
1.61More XP from crimes
Every crime now gives 20% more player XP, whether it succeeds or fails, so you level up faster.
Crime XP, mastery and payouts are unchanged.
1.60Getting Started pays as you go
Getting Started rewards are now paid the moment you finish each step. No more trips back to Home to press Claim.
A slim bar at the top of every page shows your next step and its reward, plus your daily reward when it's ready.
Already finished some steps without claiming? The rewards are paid next time you play.
1.59Animated profile pictures
Your profile avatar and cover can now be animated GIFs (avatar up to 3 MB, cover up to 5 MB).
Upload a GIF, or paste a GIPHY, Tenor or Imgur link and the game saves a copy for you.
For Tenor, right-click the GIF and choose "Copy image address", then paste that link.
1.57Daily reward reminder
New players who haven't been back after their first day get one email reminding them their daily reward is waiting.
It's sent once per player at most, and every reminder has a link to stop them.
1.56Jail and hospital records
Hospital history now lists every stay, including fight losses and who put you there. Before, it only showed crime injuries.
Jail history now shows what you were arrested for (crimes, customs checkpoints) instead of blank entries.
1.55Mugging fixed
After you win a fight you started, the result now has a Mug button. Before, there was no way to mug from the fight, so wins never took any cash.
Mugging takes 5-12% of the cash in their wallet (banked money is safe), adds 2 Police Heat, and must be done within 10 minutes of the win.
If you can't mug them, the fight result tells you why.
1.53New player protection and live borough news
New players can't be attacked for their first 72 hours (or until level 6). Attacking someone yourself ends the protection early.
The target list and opponent card show when a player is protected, and you can see how long your own protection lasts on the Combat page.
Borough Intelligence on Home now shows the real Crown holder, the next Crown War, the city policies in force and who holds the boroughs.
Opening the armour or weapon workshop without choosing an item now takes you back to your inventory instead of showing an error.
1.52Hall of Fame
New Hall of Fame in the sidebar: the top 100 in 18 categories, with your own rank in each.
Power & progress: battle stats (overall and per stat), level, respect and gym sessions.
Crime & combat: attacks won, defences won, crimes committed, most mugged and war heroes.
Organisations: influence, war record, Crown holders, companies and dynasties.
Battle stats are ranked, but nobody's actual stats are ever shown.
1.50Armour is now individual and modular
Every supported armour piece now has its own permanent Defence, Mobility and Durability roll, plus a serial number. Two copies of the same vest can perform differently and carry different value.
Defence changes real combat protection, Mobility affects initiative and how easy you are to hit, and Durability controls how quickly armour condition wears when it absorbs attacks.
Armour Piercing ammunition now interacts with AP resistance from armour and fitted inserts. Hollow Point remains deliberately poor against protection, preserving the ammunition trade-offs introduced in 1.49.
Armour can be customised from its own Workbench with ballistic plates, protective liners, padding, reinforcement and helmet visors. Installed parts stay attached to that exact physical item if it is traded.
11 new armour models and 11 armour parts have entered Greyhaven through district shops, caches, auctions and Workshop blueprints. The strongest composite carrier and plate remain scarce rather than normal NPC stock.
Armour condition now wears slowly in combat and can be restored through the existing Workshop repair system. Combat wear never destroys a valuable piece outright.
1.49AMedical treatment now shortens Hospital recovery
Medical items now do two jobs: they restore Health and, while you are admitted to Hospital, shorten the remaining recovery timer.
Bandage Rolls remove 1 minute, Organisation First Aid Packs 2 minutes, Recovery Kits 3 minutes, Medical Packs 5 minutes and Trauma Kits 8 minutes from an active Hospital stay.
If treatment removes the final part of your recovery time, you are discharged immediately. Existing Medical cooldown limits still apply, so treatment cannot be spammed without consequence.
The Item Manager now has a Hospital recovery reduction field, so future medical consumables can be balanced without another code change.
1.49Ammunition, reloading and weapon condition
Firearms now use calibre-specific ammunition. Existing generic Pistol, Rifle and Shotgun Ammo remains usable as legacy stock, while new shop and cache supplies use the correct calibre.
Magazines are now real in manual combat. Shots reduce the loaded magazine, extended-magazine attachments increase capacity, and reloading costs a combat turn.
Special ammunition now matters: Hollow Point trades armour performance for damage, Match Grade improves accuracy, Armour Piercing cuts through part of armour protection, and specialist shells or subsonic loads have their own trade-offs.
Weapons now wear slowly through use. Low condition can reduce damage, accuracy and handling and increases the chance of a firearm jam; valuable weapons never break or disappear from combat wear.
The Workbench lets you choose a preferred compatible ammunition load for each firearm. Weapon Cleaning Kits and Gunsmith Repair Kits provide quick maintenance, while the Workshop remains the route to a full repair.
1.48Arsenal expansion
Your individual weapon roll now matters in combat: Damage, Accuracy, Handling and Reliability are taken from that exact serial, including combat-relevant fitted-part changes.
Handling now helps decide who attacks first, while low-reliability firearms can jam and lose an attack.
15 new weapons and 13 new attachments expand the library to 66 weapon models and 56 modular parts.
New Gunsmith Cases contain three or four random attachments, with at least one uncommon or better part. Parts can also appear in selected crates and caches.
The new arsenal is spread through Lowmarket, The Foundry, Docklands, Ironvale and Crown retail, with the strongest rifles kept to caches and Workshop blueprints.
1.47Guides and a new icon
New beginner's guide covering everything in Greyhaven, from your first gym session to the Crown War.
New page for players coming from other text-based crime games.
The home page now lists everything you can do, including Borough Wars, travel, contacts and dynasties.
STATURE has a proper app icon, so you can add it to your phone's home screen.
1.46Travel means away
While you're on the road or in another city, the rest of Greyhaven is out of reach: no crimes, training, jobs, fights, mugging, scavenging, crafting, markets, items or business actions until you're home.
Other game pages send you to the Travel page while you're away.
You still have messages, events, chat, forums, profiles and your organisation page, and you can claim your daily reward.
Nobody can attack or mug you while you're out of town.
1.45War rewards that match the fight
Organisation War rewards now scale from 50% to 150% for each side: treasury payout, influence and War Cache quality.
Fight fair to earn more: the multiplier follows the average fair fight of the fights you won, so farming weaker players pays less and beating stronger ones pays more.
The result counts too: a dominant win pays more than a narrow one, and a close loss pays more than a heavy defeat.
War history shows the reward multiplier and fair fight for every war.
1.44Fairer wars
Fair fight: war points now scale with your opponent's strength. Beating a much weaker player earns as little as 50%; beating a stronger one earns up to 150%. This applies to Borough Wars too.
Turnout counts: at the end of an Organisation War, each side's points are multiplied by 0.75 to 1.25 depending on how many members made 3 or more attacks.
You now need 3 or more attacks in a war to earn a War Cache, participant cash and blueprint fragments.
No more accept step: a declared war starts automatically 12 hours later. The defending side can start it early.
Members can no longer be kicked while a war is counting down or live.
1.43Quality of life
Energy, Nerve, Focus and Health bars now show how long until they are full, as well as the time to the next point.
Quick Access is yours to set: tap Edit to add up to 4 shortcuts beside Messages and Events.
You now get an event when an errand is finished, so you know to go back and collect.
Company owners get an event when someone applies, and a badge on Businesses while applications are waiting.
1.42Booster rebalance
Energy, Nerve and Focus cooldown limits raised to 18 hours, so you can stack more boosters in one session.
Premium Energy Shot cooldown cut from 10h to 8h, and Focus Capsule from 3h to 2h.
Shop prices for Energy Shots, Premium Energy Shots, Focus Capsules and Nerve Tonics have doubled to balance the extra use.
1.41Hard-to-miss alerts
The Events button in Quick Access now shows how many new events you have, like Messages does.
When you have unread messages or events, the whole button lights up gold and gently pulses, so you won't miss them.
1.40A tidier sidebar
The sidebar now shows the things you do every day: crimes, gym, jobs, combat, travel, scavenging, the city, the market, your organisation, messages and events.
Everything else (Character, Social, Global chat, Forums, Dynasty, Borough Wars, Businesses, Invite friends and your profile settings) is one tap away under More. The game remembers whether you leave it open.
Jail and Hospital now appear at the top of the sidebar, with the time left, only while you're in them.
1.39Item descriptions
Every item now tells you what it does. Tap an item's name in your inventory to see its description and effects: what it restores, stat bonuses, damage and armour, cooldowns, which crimes need it and what it's used to craft.
City shops and the Player Market show the same details, so you know what you're buying.
Fixed: some shop and item descriptions showed old health numbers. All numbers now come straight from the game.
1.38Fixes from your feedback
"Keep me signed in" now lasts 30 days instead of 24 hours.
Fixed: links in your Events list for Dynasty, Travel, Workshop, Scavenging, Forums, Borough Wars and Invite friends took you to the home page instead.
Fixed: the bank showed a $ sign next to the amount box. It is now £.
Successful crimes now show how much heat you gained, not just failed ones.
Starting a scavenging run and founding a dynasty now ask you to confirm first.
1.37More borough perks and Crown city policies
Every borough now gives its holders three perks. Lowmarket: cheaper shops, +5% crime cash and +5% job pay. The Foundry: faster crafting, +10% Crafting XP and +3% gym gains. Docklands: +5% trade sales, 20% off train fares and +3 scavenging success. Ironvale: 10% shorter jail and hospital stays and +10% Scavenging XP.
Whoever holds the Crown District now runs the city. Their leaders choose 3 city policies that apply to every player, from Lenient Policing (+2 crime success) and A Blind Eye (+5% crime cash) to the Living Wage Act (+5% job pay), the Free Trade Charter, Industrial Grants and the Public Health Service.
Policies can be changed once every 28 days, so a syndicate and a corporation would run Greyhaven very differently. See the current policies on the Borough Wars page.
1.36Borough Wars and the Crown
Borough Wars are live (Borough Wars in the menu). Organisations fight 72-hour wars to control Lowmarket, The Foundry, Docklands and Ironvale.
Points come from fights between the sides and from members' crimes, scavenging, crafting and trade runs. Each borough's speciality counts double, so everyone can help.
Holding a borough pays its daily income into your organisation vault (£100,000 to £250,000 a day) and gives every member a perk: cheaper shops, faster crafting, better trade prices or shorter jail and hospital stays.
Seasons last 4 weeks. The last 72 hours are the Crown War, open to organisations that completed the Path to the Crown. The winner rules the Crown District: £500,000 a day, the Crown title on members' profiles and a place in the Hall of Crowns.
Borough wars count towards the Path to the Crown, and boroughs reset each season so new organisations get a chance.
1.35Invite friends
Every player now has a personal invite link (Invite friends in the menu).
When someone joins through your link and reaches level 10, you get £250,000 and a Blueprint Fragment, and they get a £50,000 welcome bonus.
Linked accounts never count, and rewards are capped at 10 every 30 days.
1.34Travel: trade runs
Travel to four neighbouring cities (Saltmarsh Harbour, Ironford, Bellmere Spa and Kestrel Crossing) by train or in your own vehicle. Vans carry more cargo, and boats can sail to Saltmarsh.
Buy goods where they're made and sell where they're wanted. Prices move as players trade, so the best routes keep changing.
Contraband pays more than legal goods, but police checkpoints can seize it. An Import Licence makes searches rarer.
Choose your route: back roads have fewer police but more robbers, and the express toll road is fast but busy. Each city has a speciality shop and remembers how much you trade there.
1.33Family Estates
Every dynasty now has a Family Estate. Start with a Townhouse, then build up to a Manor and a Grand Estate.
Kin pay into the estate vault, and the Head and Elders spend it on four rooms with perks for every member: Grand Hall (+legacy), Workshop Annex (faster crafting), Scavengers' Lodge (better searches) and Study (more skill XP).
The vault can only be spent on the estate, never withdrawn. The biggest contributors are honoured on the estate page.
1.32Dynasties
Found a family dynasty (level 10, £250,000) and gather up to 12 kin. You can be in a dynasty and an organisation at the same time.
Design your crest: shape, pattern, colours, emblem and border, with a live preview. It appears on your profile and the leaderboards.
Your dynasty earns legacy from its members' achievements and its age, rising from Upstart to Legendary. The greatest families are ranked at City Hall.
1.31Gear drops
Crimes and errands can now turn up Blueprint Fragments, crafting materials and the occasional weapon or armour piece. Harder work finds better things.
Organisation wars pay out spoils: every member who scored gets Blueprint Fragments, with extra for the winners and each side's top scorer.
Street stashes, supply and arms crates, event caches and war caches can now contain Blueprint Fragments.
1.30Crafting
The Workshop is now a full Crafting skill. Put jobs on a workbench (15 minutes to 8 hours) and level up as you build.
Craft weapons, armour and firearm attachments. A second bench unlocks at Crafting level 40 and a third at 70.
Rarer recipes need blueprints, learned with Blueprint Fragments found while Scavenging.
Better crafters make better gear: higher weapon rolls, Fine and Superior pieces, and the occasional Masterwork.
1.29.1Inventory refresh
Your loadout now has its own section at the top of the Inventory.
Items are shown as a compact list with category tabs, instant search and per-item values.
1.29Scavenging
A new gathering skill: send your character out for 1 to 8 hours to alleys, scrapyards, shipwrecks and skips across Greyhaven.
Eight sites unlock as you level. Every 15 minutes is a search that may find nothing, common scrap or something rare.
Brings back crafting materials: copper wire, gunmetal, polymer resin and precision components.
1.28Forums
City forums with seven boards, quotes, pinned and locked threads, moderation and post reporting.
1.27Trading and mugging
Two-sided trade windows: both players add cash and items, and both must accept before anything changes hands.
After winning a fight you can choose to mug your opponent for a share of the cash they are carrying.
1.26Transfers and invitations
Send cash and gifts to other players, with daily limits to keep things fair.
Organisations can now invite players directly.
1.25City Hall
City Hall opens with public leaderboards and city records.
Firearms and import licences, and weekly or monthly transit passes for faster errands.