One World setup first, then the complete On The Blade systems reference, controls, configuration, and troubleshooting. Legacy and Enhanced are supported.
TrapStar, Swipe Life, and On The Blade are the currently playable pillars. Backdoored is the next pillar and remains a coming-soon preview until a release is posted.
Product, corners, runners, supply, and narco pressure.
Rigs, stolen data, counters, mules, and fraud pressure.
Roster, territory, properties, clients, and vice pressure.
Home invasion, security intelligence, theft, and property risk.
Paid One World members can use every individual mod room plus the private members room in Discord. Use the matching support channel for bugs so logs and reproduction steps stay with the correct mod.
Saints Row business mechanics and a Mafia III racket board, running live in the open world.
Recruit crew, post them to zones, collect an hourly take, and handle the problems the operation generates. The action isn't scripted missions — it's you responding to what your own business throws up. Everything stays at the abstraction level the base game uses: money, timers, heat, fade-to-black.
Five layers, each feeding the next.
Street take resolves every in-game hour. It scales on tier, zone demand, loyalty, heat and stamina, with a night bonus and a bonus on turf you hold. It also generates heat and invites incidents.
Subscription deposits land every seven game days, unlocked by the Ring light and a laptop upgrade. Each worker carries a follower count that builds only while they are off the street and decays while they are on it. The deposit cannot fail, generates no heat and never triggers an incident.
So the roster stops being a throughput problem and becomes an allocation one: who earns now and hot, who earns later and safe.
Stamina drains on shift and recovers off duty. Exhausted crew bleed loyalty, and loyalty scales payout — so working the roster into the ground is mathematically self-defeating. A worker parked off duty to build an audience is also resting, and a rested worker builds faster.
| STRATEGY | STREET/WK | SUBS/WK | TOTAL/WK |
|---|---|---|---|
| Street whenever rested | $16,937 | $1,784 | $18,721 |
| Never on the street | $0 | $7,970 | $7,970 |
| Night shift, rest by day | $14,737 | $5,611 | $20,348 |
Eligibility is a curated list of ped models, matched by hash. Keeping the pool deliberate is what makes hotspots matter — eligible peds are uncommon enough that where you look is a real decision. The list is RecruitModels in config.json, so it can be widened without a rebuild.
| AREA | RADIUS | TIER 1 | TIER 2 | TIER 3 |
|---|---|---|---|---|
| Gang turf | 70m | 70% | 25% | 5% |
| Vinewood | 70m | 25% | 45% | 30% |
| Anywhere else | 35m | 60% | 30% | 10% |
Gang turf turns up volume at the lower tiers; Vinewood turns up fewer people but a better class of them. Standing in either also blips nearby prospects — the mod cannot make the game spawn more people, so instead it points at the ones already there. Ordinary areas get no blips, which is what keeps a hotspot feeling like one.
Some prospects already work for somebody — 45% on gang turf, 30% around Vinewood, 12% anywhere else. Signing one is the cheapest way to get an experienced earner and the fastest way to start a war.
| CONSEQUENCE | WHY |
|---|---|
| She comes in a tier higher | She already knows the job |
| Loyalty −15 | She's been through something and doesn't trust you yet |
| Her crew: aggression +0.15, strength +5 | They pull people in |
| Every other crew: aggression +0.04 | Word travels — a pimp who poaches is everyone's problem |
| 55% chance they arrive within the minute | Anchored where the deal was struck, not at her post |
Clear them and her crew backs off — and she saw you show up. Fail and they take her back permanently. Rival aggression feeds the turf-contest roll, so poaching is the lever that turns the map hostile: with none, a contest lands roughly every 9 real minutes; after ten, about every 5.6. It cannot spiral, because aggression clamps at 1. Once every rival is broken there's nobody left to poach from, so late-game recruiting quietly becomes safe — that falls out of the design rather than being special-cased.
| ZONE STATE | POST CREW? | PAYOUT | RIVAL PRESSURE |
|---|---|---|---|
| Neutral | Yes — doing so claims it | base | None |
| Yours | Yes | ×1.15 | Contested while staffed |
| Rival-held | No — take it first | — | — |
Rivals only attack turf you hold and have staffed. Being attacked over an empty corner you happen to own reads as noise rather than pressure.
Same steps for Legacy and Enhanced — one build covers both.
Paths resolve off the game root, so Legacy and Enhanced installs keep completely independent saves and configs with no extra setup. Copy save.json between them if you'd rather share progress.
Delete OnTheBlade.dll from scripts. Leave the other two DLLs if other mods use them. The OnTheBlade/ data folder can go too, or stay if you might come back to the save.
Both keys are rebindable in config.json via MenuKeyName and PhoneKeyName.
Everything is tunable without a rebuild. Edit config.json and press Insert to reload.
| SETTING | DEFAULT | EFFECT |
|---|---|---|
| {{ row.k }} | {{ row.d }} | {{ row.e }} |
Start with scripts/OnTheBlade/OnTheBlade.log — it records the game file version at startup, which is the first thing worth knowing.