⏳ Heat Decay Mechanics (Section 4 of 11)
Heat doesn't stay at its peak forever. The game includes a natural decay system that gradually reduces your heat over time, provided you stop engaging in illegal activities. Understanding the decay mechanics allows you to plan cool-down periods and get back to business faster.
statisticsManager.json, ExpoEventsDatabase.json, and BalanceFlags.jsonThe base decay rate is approximately 1-2% per in-game hour when you are not actively performing any illegal activities. However, this rate is affected by several factors that can speed up or slow down the process. The exposition system uses two parallel mechanisms that run simultaneously: a continuous flat-rate decay that ticks every 0.12 seconds, and a 3-day weighted average recalculation that evaluates your entire criminal history over the past 3 in-game days. This was confirmed by the Uptown Kings Update (Feb 2022) patch notes and verified in the game's blueprint code.
factorTimeDrop)A background process runs every 0.12 seconds and constantly subtracts from your exposition level:
| Variable | Value | Meaning |
|---|---|---|
expoFactorDropRatePS |
0.32 | Points subtracted per second when idle |
expoFactorMin |
50.0 | Minimum expo value (floor) — never reaches zero |
expoFactorMax |
1000.0 | Maximum expo value (ceiling) |
ExpoFactorMultiplier |
1.0 | Global multiplier (scales with difficulty) |
Tick Interval |
0.12s | How often the decay runs |
At 0.32/sec continuous decay, standing completely idle drains ~19 points per minute. From max (1000) to DEA threshold (400) takes roughly ~31 minutes of real time if no new events occur.
UpdateExpositionLevel)The game records every criminal event with a timestamp (timecode = day × multiplier + hour). Periodically, it recalculates your expo by averaging all events within a 3 in-game day window:
The system stores parallel arrays for each event: ExpoSalesDay[], ExpoSalesAmount[], ExpoSalesNight[], ExpoEventsDay[], ExpoEventName[], ExpoEventNight[]. Events older than 3 days are excluded from the calculation.
This is why expo can seem to "rise without reason" — you did heavy dealing ~3 days ago, and the clean days before that just fell out of the averaging window.
| Event | Expo Value | Mediane Weight | Severity |
|---|---|---|---|
| Police Search | 400 | 1.2 | Moderate |
| Police Chase | 800 | 2.0 | Moderate |
| Free Sample Given | 500 | 1.0 | Moderate |
| Client Overdose | 600 | 1.0 | Moderate |
| Dealer Arrested | 600 | 1.0 | Moderate |
| Search — Caught with Drugs | 1,400 | 1.5 | High |
| Caught During Police Hours | 1,500 | 1.5 | High |
| Police Tased | 2,000 | 2.0 | Severe |
| DEA Raid | 3,000 | 2.0 | Extreme |
| Hardcore Mode Bonus | 1,100 | 10.0 | Passive |
Mediane Weight is used as the divisor in the weighted average. Higher weight = the event has more influence on "diluting" the expo calculation. Sales contribute 0.8 mediane weight per sale.
(fastest method)DEA checks happen every 30 minutes. Above 400 expo, each check uses RandomBoolWithWeight scaled by your expo level and the 0.5 multiplier to decide if a surveillance van deploys.
| Starting Level | Starting Heat | Time to Reach Safe (Passive) | Time to Reach Safe (Sleep) | Notes |
|---|---|---|---|---|
| Level 1 — Watched | ~35% | 8 – 12 in-game hours | 1 – 2 sleep sessions | Quick recovery. Just stop selling for a while. |
| Level 2 — Suspected | ~55% | 18 – 24 in-game hours | 3 – 4 sleep sessions | Noticeable wait. Consider other tasks while cooling down. |
| Level 3 — Wanted | ~75% | 30 – 40 in-game hours | 5 – 7 sleep sessions | Long recovery. Prioritize getting indoors and sleeping immediately. |
| Level 4 — Maximum | ~95% | 48 – 60+ in-game hours | 8 – 10 sleep sessions | Critical recovery time. Expect to spend a significant amount of gameplay laying low. |
| Flag ID | Float Value | Int Value | Purpose |
|---|---|---|---|
EXPO-BASE-INACTIVITY-MEDIANE |
6.0 | 0 | Base divisor added to average calculation (inactivity bias) |
EXPO-SALE-EFFECT |
0.8 | 15 | Float = mediane weight per sale; Int = grams per 100 expo points |
EXPO-NIGHT-SALE-MULTIPLIER |
0.7 | 0 | Night sale expo multiplier (30% reduction) |
EXPO-NIGHT-EVENT-MULTIPLIER |
0.6 | 0 | Night event expo multiplier (40% reduction) |
Note that decay rate is not linear. Heat decays faster at higher levels and slows down as you approach zero. This means the first 20% of heat is the hardest to shed, so don't expect to hit perfectly clean (0%) quickly. In practice, getting below 20% (Level 0) is sufficient to resume normal operations safely.
DEA raids are the most devastating consequence of high heat in DDS1. When your heat reaches Level 4 (80%+) and remains there for an extended period, the DEA will eventually launch a coordinated raid on your active hideout. This section covers everything you need to know about raids — what triggers them, what happens during one, and how to survive. DEA raids are the most devastating consequence of high heat in DDS1. When your exposition exceeds 400 points (40% of max 1000), the DEA begins observation checks every 30 minutes using a weighted random chance (deaChanceMultiplier = 0.5). Higher expo = higher probability of a surveillance van deploying, eventually leading to a full raid on your most-visited hideout. This section covers everything you need to know about raids — what triggers them, what happens during one, and how to survive.