← On The Blade

Changelog

What changed, and why. Entries say what a change was for, because a list of features tells you nothing about whether the game got better.

0.2.0

current 2 August 2026

Reputation, negotiable rivals, a map that shows your territory — and the first build shaped by actually playing it.

Added

  • Street reputation. Five ranks from Nobody to Untouchable, moved by every incident you resolve or drop. It gates tier-3 prospects, discounts protection and lifts the loyalty new signings arrive with — so it touches recruiting, combat and negotiation rather than sitting on the HUD as a number.
  • Protection deals. Pay a crew and they leave your corners alone for a few days. Price scales with their strength and aggression, and falls as they come to respect you. Poaching from a crew you are paying voids the deal and they keep the money. Without that a truce is a purchase, not a commitment.
  • Demand events. Concerts, conventions, paydays, police crackdowns and dead nights move one zone between ×0.35 and ×1.9 for a few hours. Demand used to be a constant, so the best arrangement of the roster was solved once and never revisited.
  • Territory on the map. Every zone is now marked and coloured by who holds it, with staffing and raid countdowns in the label. You could own a corner, lose it and fight over it without the map ever showing where it was.
  • Worker traits. Hustler, Camera-ready, Connected, Fragile, Loyal, Magnetic — nought to two per person, every one a trade. The roster was a spreadsheet where everyone sat on the same axes and only the magnitudes differed.
  • Shifts. Always, days, nights or off, separate from where someone is posted. Night-split was already the optimal strategy and the only way to express it was toggling every worker by hand twice a game day.
  • Zone saturation. Each worker on a corner earns less than the last. Stacking the roster on the highest-demand zone beat spreading it by 30%. It now loses by 9%, so holding ground matters again.
  • Debt and collapse. Wages, bail and fines you can't cover become debt at 8% a day. At $150,000 the people you owe come collecting. Money only ever went up, so nothing could end a run.
  • Raids. Past 95% heat a staffed corner gets turned over — everyone off the street, the block shut for days, and a fine. Heat was a soft tax with no ceiling, which made laundering and stash houses feel optional.
  • Bribes. Pay heat down from the Territory menu, priced by how hot the corner actually is. Cash only.
  • Milestones. Ten goals from your first signing to breaking every crew.
  • Vehicles. One per region: +10% demand and 25% less stamina drain.
  • Diagnostics menu. Jump to any zone anchor and log a corrected one straight to the log file. Built to fix the guessed coordinates below, and left in because it will be needed again.

Changed

  • Recruiting is far less sparse. The eligible pool went from 7 uncommon models to 31 common ones, and search radius from 20m to 35m — 70m on gang turf and around Vinewood. Standing in Strawberry with a 45m sweep found nobody, because the original list was almost all rare scenario peds.
  • Objectives name the place and the person. "Defend Sandy Shores" rather than "defend your corner". On a loaded install the on-screen line is often the only thing read, and the old wording never said which corner.
  • Default keys are now F5 and F1, away from the F3/F4/F7/F8 block the common modding stack already claims.
  • Territory is drawn in pale colours, pins only by default. Filled circles covered roads and landmarks on an install already carrying three other turf overlays.
  • Every colour, radius and scale is config-driven — no rebuild to retune.

Fixed

  • Config, saves and logs were written to the wrong folder. They landed in scripts\scripts\, so a config placed correctly was never read and the mod silently ran on defaults. The loader's base directory is already the scripts folder. A later attempt using the assembly's own path was worse — the game shadow-copies scripts, so it wrote into a temp cache that gets cleaned up.
  • New games started with no rivals and no territory. Seeding only ran when loading an existing save, so a first run had no crews, no ownership, no poaching and no turf war.
  • Crew posted to the same zone stood inside each other. Posts were spaced along the kerb and then each snapped individually to the nearest pavement node, which collapsed them onto one point.
  • Incident timers ran during deaths and cutscenes. You could be arrested mid-incident and regain control to an already-failed objective.
  • Vespucci Beach and Strawberry anchors were wrong. Vespucci sat up to 12m off any pavement; Strawberry sat about three metres below it.
Save compatibility

Saves are versioned and migrate automatically. A 0.1.0 save loads into 0.2.0 with its roster, territory and money intact, starting at zero reputation with no events running.

0.1.0

first build 1 August 2026

The first playable build — the whole loop, end to end.

Added

  • Recruiting from the street, with tiers and loyalty.
  • Six zones to post crew to, gated by tier, each with its own demand and heat.
  • Distance-based streaming. Workers are data; a real ped only exists within 150m. Holding a permanent ped per worker tanks framerate and loses a constant fight with the engine's population culling.
  • An hourly economy of payout, stamina, loyalty and heat.
  • Subscription deposits — a second, safe revenue stream that only builds while a worker is off the street.
  • Incidents — bad clients, vice stings, walk-offs, turf battles both ways.
  • Four rival crews with strength and aggression, contesting turf you hold and staff.
  • Poaching and retaliation — half the people worth signing already work for someone.
  • Upgrades, stash houses, hired muscle and an in-game phone contact.
  • Atomic JSON saves with no third-party serialiser, and one build for both GTA V editions.