VIP is a per-season status sold in three packages — Bronze, Silver and Gold. Access comes through a tradeable VIP code, so buying a code and activating it are separate steps. Each package lasts the full season, and you are never locked into the first one you buy: passes upgrade in place, at any point in the season.
| Package | Launch price | Built for |
|---|
| Bronze | $4.99 · $4.49 in $CRIME | A cheap, honest boost — the bonuses and the quality-of-life perks, nothing exclusive. |
| Silver | $11.99 · $10.79 in $CRIME | Everything in Bronze at a higher rate, plus the VIP Black Market hardware. |
| Gold | $14.99 · $13.49 in $CRIME | Every bonus at its highest rate, the starter assets, the safe-house discount — and the only pass that can be spent to revive. |
Paying with $CRIME takes a standing 10% off any package (from your in-game balance or straight from your wallet). Finish a season holding Gold and the next season opens with a one-use 20% off any package, which stacks with the $CRIME discount for 30% off. It arrives when the new season starts — not during the season you earned it in — and waits until you spend it.
Prices fall as the season runs
A pass runs to the end of the season it was bought in, so the later you buy, the fewer days its bonuses have to pay out. The price steps down once a week to match. Day 1 is the first 24 hours of the season, and each real day is 4 game days.
| When | Bronze | Silver | Gold |
|---|
| Launch week: days 1–7 (game days 1–28) | $4.99 | $11.99 | $14.99 |
| Week 2: days 8–14 (game days 29–56) | $4.49 | $10.49 | $12.99 |
| Week 3: days 15–21 (game days 57–84) | $3.99 | $8.99 | $10.99 |
| Final stretch: days 22–25 (game days 85–100) | $2.99 | $6.99 | $8.99 |
A late pass still pays its whole activation package, and Gold still awards the medal and next season's discount. Prices never go back up during a season, and they reset when the next one opens. The $CRIME and returning-Gold discounts apply on top of the day's price.
| Perk | Bronze / Silver / Gold |
|---|
| Tickets per real day | +4 / +8 / +15 - these do NOT raise your cap, so they only pay if you come back before your stack fills. |
| Tickets on activation | +10 / +20 / +50 — these overflow your ticket cap, so none are wasted. |
| Crime cash | +5% / +7% / +10% on solo crimes and gang robberies. Specialized crew jobs get the leader's rate on the shared pot. |
| Beatings | +5% / +7% / +10% assault power. |
| Economy | +5% / +7% / +10% building production, and the same ladder on hooker earnings. |
| Cash on activation | $50,000 / $100,000 / $200,000 |
| Stats on activation | Up to 12,000 / 20,000 / 30,000 stat points (4% / 6% / 8% of your current total, split across all four), each with a guaranteed floor — so an early, low-level activation still pays out. One-time, not a per-action bonus. |
| Hospital | Every tier can pay for Private Care with cash — non-VIPs must pay in $CRIME. |
| Information | Every tier sees exact stamina numbers on every drug and service before buying. |
| Status | A Bronze, Silver or Gold crown on your profile — and your name carries your tier’s colour in every chat in the city: global, gang, jail, hospital, safe house, venues and casinos. |
VIP-exclusive Black Market hardware — The Equalizer, VX-Null, the Nano Suit, Neuralink, and Don’s Cane — unlocks at Silver. Bronze does not open it.
| Perk | Detail |
|---|
| Revival | A Gold pass can be spent to bring a dead character back. Bronze and Silver cannot. |
| Kill operations | +5% kill power — a boost to both your offensive and survival combat scores (not a flat add to the success chance): deadlier on your kill shot and backfire counter, and harder to kill on defense. |
| Starter assets | On activation you also get a free Sophie escort and a free Fentanyl Lab (its first game-day of upkeep pre-paid) — both dropped straight into your passive-income inventory, over the normal slot caps. |
| Bullets | +3,000 bullets on activation. |
| Safe house | 20% off every stay, and the re-entry cooldown is halved — from 120 minutes down to 60. |
| Next season | Finish the season on Gold and the next one opens with a one-use 20% discount on any package. |
| Trophy | A permanent “Gold VIP — Season N” medal in your profile’s Trophy Case, awarded the moment you activate. It survives the season wipe, and you collect one per season — they join your season achievements and lifetime trophies. |
Start on Bronze and you can still finish on Gold. Activating a code above your current tier moves you onto that package outright: every recurring rate is replaced by the higher one — not added to it — and you are paid the new tier's full one-time activation package as well (its tickets, cash, stat lump, and for Gold the bullets, the starter assets and the medal). Whatever the earlier pass already paid out is yours to keep.
It only ever goes up. A code at or below the tier you already hold cannot be activated on yourself — it stays fully giftable and sellable on the Flea Market, and an unused Gold pass is still worth holding as a revival. Upgrading costs the new package's full price; there is no part-exchange for the pass you are leaving behind, so buying the tier you actually want first is still the cheapest route to it.
A Gold pass is two things
It is a season package — or a life. Any player, VIP or not, may spend an unused Gold pass to revive once per round: the revival returns what remained after death settlement and gives 15 minutes of kill protection, and the pass is consumed by it (it grants no VIP status when used this way). You do not need to be VIP to buy your way back, and a Bronze or Silver holder who dies can go and buy a Gold pass to return.
Convenience, not dominance
No package grants stats per action. Combat is touched, but lightly: every tier adds +5% / +7% / +10% assault power, and Gold alone adds +5% kill power. Both are applied before the power ratio, so the effect on a fight is smaller than the number looks. A skilled free player can always compete.