On The Blade
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SUPPLY · CORNERS · CREWS · FRONTS
TRAPSTAR — A SECOND BUSINESS, SAME CITY

You're the plug now

The Trap Star is a drug-dealing management sim for GTA V story mode. Corners with runners on them, plugs you call and meet, a burner full of customers who text you, and product that is only ever worth what its purity says it is. It runs beside On The Blade and the two share one city — the same ground, the same heat, the same consequences.

Everything is in person. Your dealers stand where you posted them and customers walk up to them. Money stays on the corner until you drive over and take it. Weight is either delivered at a premium or handed to you by somebody whose face you know — and who might not be selling.

STORY MODE ONLY. Never load script mods into GTA Online. Your dealers also stay out of trouble by design — nobody spawns while you have a wanted level or are already in a fight, the same containment rule stranger missions use.
OVERVIEW

The corners

Runners sell around the clock whether you are there or not — but the money stays with them until you come and get it. Stand on your own corner and it is visibly a business: your runner where you put him, a customer walking up every few seconds, and a bank that grows while you watch. Leave the cash sitting and it remits itself at midnight for a cut, a runner holding too much can get taken off, and a warrant seizes half of it along with the trap. Collect from a runner enough times and he starts sending his share in himself, at no cut — the corner stops needing you exactly as you outgrow the trip.

The plugs

Four suppliers, each a contact in your phone. Call one, he answers, and the order menu opens — weed through fentanyl depending on who you know, with prices, credit and maximum weight that all move with your standing. Have it delivered straight into a trap for 18% over, or drive out and meet him in person at the label price. He is a real ped at a real spot — and sometimes he was never selling. A rip-off puts armed men on the ground with your money already spent; win the fight and the deal completes anyway.

The burner

Customers text you: what they want, what they will pay, how long they will wait. Drive to the spot and hand it over in person — priced on what is actually in the bag, not what was agreed on the phone, so cutting your product between the text and the meet only cheats yourself. Regulars learn what you sell and judge you against it. Some callers are a setup, and some are police.

The product

A 43-product catalogue across five tiers, with a handful enabled by default and the rest a config edit away. Purity is tracked by weighted average everywhere product moves — mix cheap weak supply into good stock and you have ruined the good stock. Every corner has a taste and a minimum it will move; every neighbourhood pays what it pays.

Heat, raids, and what a body costs

Every gram moved draws attention in proportion to how conspicuous the block already is. Busy corners carry a heat clock you can read; quiet ones never trip it. A warrant shuts the corner, takes the trap stock and half the bank, and can hold your runners. Kill a rival dealer and his stash bag is yours for the taking — but somebody might come for it on the spot, and everything about it reads as weakness to the people watching.

One city, two businesses

The Trap Star and On The Blade read and write one shared world file. Ground a crew holds in one mod is ground you cannot work in the other, vice attention and narcotics attention bleed into each other on the same block, and running both businesses on one corner heats it faster than either alone. Each mod runs fine without the other — the file is a handshake, not a dependency.

The map

Twenty-four corners, found by getting close to them, most with somebody already working them. Take one by running its crew off, out-selling it hand to hand inside its own circle, or buying the gang out — then staff it, level it, and watch the pause map shade the block in your colour. Force leaves grudges: gangs telegraph their push-backs by text, and being stood on your corner when they arrive is a different night than hearing about it after.

The garden and the kitchen

Supply you grow instead of buy. Plant pots at any property — pick a seed strain (bagseed to exotic cuts), feed them or don't — and the crop moves through real stages over game days: seeds in, vegetating, flowering, ready. Leave it standing and it goes over; the lab worker warns you once. The kitchen runs the hard book: meth cooks in the warehouse, crack cooks off your own shelf coke, and the fentanyl press pays like top shelf smells like trouble. Everything running SMELLS — the smell is heat, carbon filters halve it, and a warrant burns whatever's in.

The set

Name your set, pick its colour, pick its look. The map paints every block you hold in your colour — in both games — your corner dealers dress in your look, the couriers sign their texts with the name, the truckload van carries it, and rival gangs speak it when they come calling. One street, one name, one flag.

The ladder

Reputation is earned by the grind — hands served, weight the corners move, re-ups, truckloads — and every few points unlocks something real: more regulars, faster crews, doubled credit, bigger orders, an extra man on every corner, cheaper buyouts, the couriers. Four one-shot beats land along the climb: a sample run on a clock, a leak about your own pickup, a sit-down with a gang you're beefing, and an example the whole street hears about. The menu shows the next rung by name, so every point is a point toward something.

The city breathes

Check day floods the block with money; weekend nights boom; rain empties the corners. A 90%-plus harvest gets NAMED by the street and sells at a premium while the name lasts. Big visible cash sometimes picks you up an unmarked tail — watch your mirrors. Counterfeit bills surface at the morning count unless a money counter catches them in the buyer's hand. An overdose puts the block in mourning and your demand with it. Run hot for long enough and the heat gets a face: a named detective opens a case, turns up watching from a distance, and tails you in a grey sedan that makes every turn you make — lose him, and whatever you do, don't lead him to a door you own. He takes $25,000 to lose the file early. Let the case age instead and he stops watching and walks over for a sit-down: his final number, your answer, and consequences either way. And when it all gets heavy — throw the block a party. A neighbourhood that loves you tells the police nothing.

Pillow talk and the wash

Run both businesses and they feed each other in ways no single mod can: the girls hear things from clients — a corner that's being watched, a stash somebody bragged about, a whale who wants weight quietly — and it reaches your burner as pillow talk. A watched corner is worth clearing before the raid lands, and the whale pays over the odds when he rings. And the venues wash your box money: a daily capacity that scales with the roster, a fee, and clean paper landing by wire the next day. Dirty money is heat. Clean money isn't.

The empire

There is a point where you stop being the guy on the corner. Buy the office in Davis and the war room opens: your rank measured in what you have actually taken, every block you hold, every hand on the payroll, the heat, the open beefs and where you stand with each plug — one wall, read at a glance. Then promote your best runner. A lieutenant takes a piece of the operation and runs it at his own skill: corners that earn more under his hand, logistics that sweep every block home at no cut without being asked, or muscle that makes rival crews think twice, juggers pick other marks, and money runs stop getting jumped. He works whether you are in the room or not. That is the whole point of him.

The cartel war

Build something worth taking and somebody comes to take it. A cartel moves on the city in four acts, each one a fight you either stand in or read about afterwards: five men on your busiest corner, a hit squad sent for your best hand where he works, their resupply convoy crossing town with three guns on it, and finally a yard in El Burro Heights where the man himself is home. Lose an act and it costs you precisely what it threatened — the corner's bank, your best runner in hospital for four days, their shelves filling while yours don't — and then it comes back two days later. Win the last one and it does not just end: every plug in Los Santos prices lower for you and opens their allocation wider, for good. You did not survive the war. You inherited what it was fought over.

War on the labs

The gangs cook too. Drive past a Ballas kitchen, a Vagos cook or a Lost press and you have found it; walk up to the door and you can take it, but their people come off the porch first and the last man standing keeps the shelves. Strip one and you leave with weight at their purity and a grudge that will find you. Because it runs both directions: keep a real beef alive while a crop of your own is in the ground and they will telegraph a hit on your lab. Be standing there when it lands and you keep the crop and the respect. Be somewhere else and you get a text from the lab worker explaining what he saw through the window.

What it costs to run it

The work wears on the man doing it. Every hand-off adds a little stress and every bust or raid adds a lot, none of it bleeds off on its own, and past a point your hands shake and the street prices you accordingly — you can watch the number sag. Going home settles you once a day; so does smoking your own supply, which comes off the shelf in real grams. Meanwhile the hard book got harder: meth and fentanyl need chemicals bought by the cook, grow lamps and lab gear are real money that pay back in weight and purity, and you can put a runner on the lab full time so the batches come in on his shift instead of yours. And when you would rather not carry it, designate any car as the trunk — the product rides with the plate, movable and parkable and losable, because a car that dies takes the load with it.

The Trap Star — inside the grow
FROM TESTING — INSIDE THE GROW
CHANGELOG
TrapStar v0.7.0 artwork highlighting the new trap house business
v0.7.0
IN TESTING
15 AUGUST 2026

The city notices you. A feed that reports what you actually did and gets louder the better known you are, a plate that goes on a list and a body shop that takes it off, somebody else running an operation of their own — and a market that finally says why the price moved.

NEW
The Feed. The city talks about what you did — a corner changing hands, a file opening, fire crews outside a building that was not on fire. How loudly depends on how well known you are: the same event draws three replies as a nobody and hundreds as a name.
NEW
Your plate. Run hot long enough and the plate of whatever you were driving goes on a list, and a police unit that gets a clear look at it takes an interest. No wanted level — running is simply worse than sitting still. It is the plate and not you, so a respray at any body shop clears it, and the shops appear on your map only while one is live.
NEW
A rival. Somebody else is running an operation — not a set, a business, with the same problems you have. He floods a product, takes a block you had been meaning to claim, buys a connect out, and gets taken when his own heat catches up. He is also why the market moves: a drought now has a name attached to it.
NEW
Apartment robbery. Seven doors found by walking past them, and a clock that starts the moment you are inside. A better address is worth more and has neighbours who call sooner. Somebody is home about one time in four and you are never told which before you open it — and the hour decides against you both ways, because the emptiest homes are on the busiest streets.
NEW
Night means something, and it does not mean easier. Fewer police after dark and fewest in the small hours, but the houses that are empty at noon have somebody asleep upstairs at four. There is no safe hour, only which risk you would rather take.
NEW
Corners have local weather. The city-wide clock moved every block together; now each one has its own night, with the occasional block that is going off and the occasional one where nobody came. Far corners pay up to 45% more and draw up to 80% more trouble — a reason to leave your own district.
NEW
Money in a cash box is now at risk, scaled by how hot you are, so banking and laundering became decisions instead of housekeeping.
NEW
What's Idle — one screen that tells you what you are doing wrong. Properties holding nothing, runners drawing wages on no corner, weight that should be on the wholesale line, cash sitting where it can be taken.
NEW
A net under the map. If you fall through the world the mod puts you back, on ground it has checked first rather than wherever you were last standing.
One city is now three. Swipe Life joins as the third pillar, and the shared world file gained a city ticker — an event in one mod turning up in another's feed.
v0.6.0
IN TESTING
9 AUGUST 2026

The empire. A headquarters with a war room and a lieutenant who runs a piece of the operation whether you're there or not — and a cartel that comes to take the city off you in four acts. Rival labs to strip and your own to defend, chemicals and equipment behind the hard book, and a dealer who wears it: stress that shows in your prices until you go home.

NEW
The Empire. Buy the Davis HQ and the war room opens — your rank, every block, every hand, heat, beefs and plugs on one wall. Promote your best runner to lieutenant and hand him corners, logistics or muscle: the corners earn more, or sweep themselves home at no cut, or the whole city thinks twice about you.
NEW
The Cartel War. Once the name is real, a cartel moves on the city: a push on your best corner, a hit on your best hand, their convoy crossing town, and the kingpin's yard. Lose an act and it costs you exactly what it threatened, then comes back harder. Win it and the city's supply answers to you — every plug prices lower and allocates deeper, permanently.
NEW
War on the labs. Three rival production sites — a Ballas kitchen, a Vagos cook, a Lost press — found by driving past them and taken by force, their people coming off the porch to keep them. It cuts both ways: run a real beef with a crop in the ground and they come for yours.
NEW
The production chain. Grow lamps and lab gear that pay for themselves in weight and purity, chemicals bought by the cook from a chemist connect, and a lab hand of your own who brings every batch in on his shift and signs the texts himself.
NEW
Stress. Every hand-off wears on you and every bust spikes it; run too hot and your hands shake and the street prices you accordingly. Go home once a day, or smoke your own supply — it burns real grams off the shelf.
NEW
The trunk. Designate any car as a rolling stash and the product rides with the plate — movable, parkable, and losable. The car dies, the load dies with it.
NEW
The customers have lives. Tourist marks turn up with fat wallets and short patience, and your regulars text between orders — a complaint about the last bag measured against what they actually pay for, a referral that rings the burner, a request for next time.
NEW
The detective works you properly now. He tails you in a grey sedan that makes every turn you make — lose him, and don't lead him to a door you own. Let the case age and he walks up for a sit-down: his final number, your answer. Refuse and the file hardens. Kill him and it dies with him, along with your evening.
NEW
Vigils. A corner in mourning after an overdose grows a real one — candles on the pavement and people standing over them — for as long as the block is grieving.
CHANGE
The girls earn their keep: their whale now pays over the odds when he calls, and their raid tips are worth acting on — clear the tipped corner in time and the heat comes off it.
FIX
Another adversarial review pass over everything above: the detective's cop-killer consequence actually fires, the burner can't overwrite its own call and lose a whale, a stash car the engine despawned can't strand your product, and the logistics lieutenant's sweep now runs before the remit takes its cut instead of after — where it did nothing at all.
v0.5.0
IN TESTING
9 AUGUST 2026

The living city. Prices that move with the hour and the weather, droughts that pay whoever can actually supply, plugs who ration strangers and hold the line for family, a city dense with rival trade — and full controller support, so the whole empire runs from the couch.

NEW
The living market. Night rates and the morning lull, city-wide SHORTAGES at +60% for whoever's holding, a fresh-cargo window after every heavy re-up, and prices that soften when you flood one product — all readable in one menu line, so you trade the market instead of guessing it.
NEW
Credibility is allocation. Weight classes with every plug — retail to family — built on volume moved together. In a drought, strangers get rationed at gouged prices; family gets the full line held back at the old number, with a text to prove it.
NEW
South Central density. Three lanes of rival trade run at once — deals to rob, corners to press, feuds to start — and selling on ground a crew HOLDS is now a canon event: word, a warning walk-up, then shooters. Their territory, their answer.
NEW
Rival territory is bodies in both games: On The Blade's rival zones now show their girls working the block with one of the crew's men watching — territory you read at a glance, no map paint needed.
NEW
Full controller support. Tap d-pad right for the street, hold it for the business, hold d-pad left for On The Blade — the whole city from the couch.
FIX
A third adversarial review pass: eleven confirmed defects fixed — dead drops price honestly and resolve stings, missions can never phantom-complete or crash the script on a bad spawn, no ped floats over a low roof, and juggers actually step out of the car.
v0.4.0
IN TESTING
9 AUGUST 2026

The empire update. Production you grow instead of buy, a set with your name on it painted across two games, an unlock at every rung of the climb, and a city that breathes back — check days and mourning blocks, a detective with your file, pillow talk from the other business, and a block party when it all gets heavy.

NEW
The garden and the kitchen. Seed strains and nutrients, crops with real growth stages that go OVER if you leave them, crack cooked off your own coke, a fentanyl press, carbon filters — and the smell is heat.
NEW
The set. Name it, colour it, dress it — the map paints your turf in your colour in BOTH games, dealers wear your look, vans and couriers carry the name, and rivals speak it in their threats.
NEW
The ladder. Twenty-three unlocks from the first point to the couriers at forty — bigger orders, doubled credit, an extra man on every corner, a spotter kid, dead drops, the taxman — plus four one-shot street missions along the climb.
NEW
The grind pays. Reputation from hands served, weight the corners move, re-ups and truckloads — with a running readout so every hand-off is visibly a step.
NEW
The city breathes. Check day and weekend booms, rain-quiet corners, famous batches that sell at a premium, counterfeit bills, an unmarked tail after big visible money, blocks that mourn an overdose, and a named detective who opens a case when you run too hot.
NEW
Pillow talk and the wash. The girls surface intel from clients — watched corners, stash tips, whales for the burner — and the venues launder box money at a daily capacity: clean paper by wire, and a cooler trail.
NEW
The block party. Ten grand feeds the neighbourhood: word jumps, heat cools double, and nobody on the block talks to police while the music plays.
CHANGE
Prices re-anchored above the genre's per-gram consensus — this economy taxes purity and sell-through on top, so every product now pays at least what the reference mods pay.
CHANGE
Foot traffic rebuilt: customers live long enough to reach the dealer, corners hold a real crowd, walk-ups come every few seconds at a working spot, and far more of the ambient city can buy.
CHANGE
You decide how much moves: every dealer hand-off takes an amount — fifty grams or all of it — instead of everything you're carrying.
FIX
Everybody FACES the deal now. Customers, plugs, whole compounds square up body-to-body at every exchange — and no seller anywhere plays the hand-off at empty air.
FIX
Pinned corners are law: pin a corner where you stand and your dealer works exactly there — no more driveways. Drop runs text you a receipt, so the money's location is never a mystery.
FIX
Two adversarial review passes, twenty-plus confirmed defects fixed — harvests can no longer vanish to a full shelf, hand-ins skim instead of wipe, killed plugs stay killed, and every walk-off waits for the hand-off to finish.
v0.3.0
IN TESTING
9 AUGUST 2026

The fusion update. The whole business becomes bodies: demand finds you on foot, plugs stand their compounds with faces on your phone, money walks to your properties the way drugs do, and every gram and dollar that moves, moves hand to hand — at a scale that matches the weight.

NEW
The ladder. Meech walks you in by text — your first plug, your first sale, the two rules — and every new supplier is introduced when your name has earned it, not listed in a menu.
NEW
Demand finds YOU. No sell button: customers arrive as blue blips whose map name is the order — who, how much, for what money — and walk over to make the request in person. Serve them or let them walk.
NEW
Word of mouth. Every buy from a plug puts your name out, and a plug you keep feeding pushes your product to his own network — more foot traffic, more burner calls, more regulars. Go quiet and the street forgets you.
NEW
Money moves like product. Your most trusted dealer walks the corner take to a property's cash box — small money to the trap, heavy money to a warehouse — and with reputation you hire money and drug runners whose runs take hours and can be taken off.
NEW
The bulk tier. Faction truckload orders loaded into a van at your warehouse and driven to the meet; kingpin orders ride home the same way. Payment lands as a bank wire, and the container scales — paper bag, briefcase, duffel.
NEW
The city trades without you. Gang crews run their own deals, on your map, in their colors. Rob one and the bag drops — and the gang starts keeping score: reputation, karma, beef, and the retaliation that follows it.
NEW
Corner theatre. Dealers hold the actual curb in formation, greet you out loud, serve a guaranteed stream of walk-ups with both-handed exchanges, and walk real money off the block while you watch.
CHANGE
Realistic street prices across all 43 products — weed is a volume game at $10 a gram, meth crashed to $45 where the real market went, heroin holds its premium, fentanyl still tops the book.
FIX
Nothing moves without a body any more: the remote store menu, the teleporting courier share, and every phantom transaction were replaced with doors, dealers, and runners.
v0.2.0
IN TESTING
7 AUGUST 2026

The street update. The business stops being a spreadsheet that pays on the hour: your runners are visible people customers walk up to, your money sits where it was made until you fetch it, and every deal — buying or selling — happens with somebody standing in front of you.

NEW
Plugs are phone contacts. Call one, he answers, order through the menu — then have it delivered for 18% over, or drive out and meet him at list price. A plug who doesn't know you rings out; one lying low doesn't answer.
NEW
In-person pickups, with teeth. Each plug is a named ped at his own spot. Most days it's a handover. Some days police were waiting, and some days he was never selling — armed men, your money already spent, and a window to take it back.
NEW
Customers text the burner. Requests arrive as real messages — what, how much, how long they'll wait — and the sale completes at the meet, priced on the purity actually in the bag.
NEW
Corner banking. Takings stay on the corner. Walk up within 15 metres and one key collects the cash and pushes whatever is in your pockets into the trap. Uncollected money remits itself at midnight less 3% — and a full bank is a visible target.
NEW
Couriers. Collect from the same runner about ten times and he reaches the loyalty where he sends his own share in — no cut, raid-proof. The trip stops being worth making exactly as you outgrow it.
NEW
The corner is visibly busy. Five times the walk-up traffic — a customer every two to four seconds at a working corner, each one walking to your runner. The crowd is a view of the economy, not a source of it: the numbers are identical whether you watch or not.
NEW
Stash bags. A dead dealer's stock and roll hit the pavement as a bag you grab with a key press — capped by what you can carry, gone in six hours if you dawdle, and sometimes somebody saw you take it.
NEW
Real logistics. Plugs deliver thousands of grams straight into traps and warehouses, stores send to each other, and your own pockets carry two kilos — enough to re-up a whole side of the map in one drive.
CHANGE
Raids got sharper and shorter: one day shut instead of three, but the warrant now takes half the corner's bank along with the trap stock.
CHANGE
Wages come out of what the corners are holding first, proportionally, at no cut — a missed payroll no longer fires the people the corners had already earned enough to pay.
FIX
A missed payroll fired the most loyal runners instead of the least — the sort was backwards — and quietly destroyed the leftover cash on top.
FIX
The burner locked the price when the call came in but checked purity at the door, so cutting product after agreeing a deal was free money. Price is settled on what you actually hand over.
FIX
One slightly weak restock could lose a caller forever — his standards drifted up but never down, so a single bad batch short-changed him on every deal after it. There is a tolerance now, and the damage scales with how far short you actually were.
FIX
Reloading a save made during a rip-off took your product a second time. It can't any more.
BUILD
Saves migrate automatically, a step at a time. The shared world file survives corruption, quarantines bad copies, and publishes every hour instead of once a day.
Known: balance is verified by simulation ahead of long play, and some corner and meeting spots haven't been walked in-game yet — a wrong one costs you scenery, never progress. The 24-corner map, rival dealers and gang offers described above are in active development, not in this build.
v0.1.0
4 AUGUST 2026

The foundation. Everything the street update stands on.

NEW
Six corners with runner crews — skill, nerve and loyalty per man, saturation per corner, and a taste per neighbourhood.
NEW
Four plugs with standing, credit and their own lines — spend enough and they front you weight on terms that punish lateness.
NEW
A 43-product catalogue across five tiers, with purity tracked by weighted average and cutting that can ruin good stock.
NEW
The burner line — callers with standards, trust that builds and breaks, and meets that are not always what they claim.
NEW
Traps and warehouses, per-corner heat with warrants, and the shared world file that makes this and On The Blade one city.
STORY MODE ONLY · ONE CITY WITH ON THE BLADE AND SWIPE LIFE · PATREON · DISCORD