Energy & Heat
Two meters shape everything you do: energy is what actions cost, heat is what they attract.
Energy
Energy is spent on crimes, GTA, jobs, safecracking, travel, and attacks — bigger scores cost more. It regenerates on its own over time, so deep energy dumps are about planning your route through the city, not waiting at zero. Some items restore energy directly; check the consumables in the item catalogue.
Heat
Heat is police pressure. Every crime adds some — the listed heat value on each crime page — and it cools off gradually when you stay clean. Run too hot and arrests land you in prison on a timer, with your plans on hold.
Health, Hospital & Safehouse
Failed crimes and PvP damage chip your health. The hospital patches you up on recovery timers — private care speeds it along for a price. If the streets get too dangerous, a safehouse stay hides you from scouts and attackers entirely.
