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Game Balance Flags (Datamined) (Version from Feb 20, 2026, 06:00 PM)

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Hidden mechanics & game balance — Datamined formulas, hidden modifiers, and internal game systems that control Drug Dealer Simulator 1.

Datamined from game files. All formulas verified through community testing.

๐Ÿงช Toxicity Formula (datamined)

The internal formula that determines how toxic a drug mix becomes after cutting. This value directly controls client health outcomes.

Core Formula
final_toxicity = base_toxicity × (1 + cutting_percentage × agent_modifier)
  • base_toxicity — The inherent toxicity of the pure drug (0.0 to 1.0 scale). Each drug has a fixed base value set in game files.
  • cutting_percentage — The ratio of cutting agent to total product (0.0 = pure, 1.0 = 100% cut). Expressed as a decimal.
  • agent_modifier — Each cutting agent has a unique toxicity multiplier. Higher values mean more dangerous agents.

Agent Modifier Values — The hidden multiplier each cutting agent applies to the toxicity formula.

Cutting Agent Agent Modifier Toxicity Class Max Safe Ratio
Sugar 0.05 SAFE 30%
Paracetamol 0.10 SAFE 30%
Baking Soda 0.15 SAFE 25%
Ibuprofen 0.30 MODERATE 20%
Viagra 0.35 MODERATE 20%
Rat Poison 0.75 DANGEROUS 10%
Fentanyl 0.95 LETHAL 5%

Example Calculations — Cocaine (base_toxicity = 0.20) cut at different ratios with different agents.

Scenario Formula Result Risk
Cocaine + 20% Sugar 0.20 × (1 + 0.20 × 0.05) 0.202 Safe
Cocaine + 20% Paracetamol 0.20 × (1 + 0.20 × 0.10) 0.204 Safe
Cocaine + 30% Ibuprofen 0.20 × (1 + 0.30 × 0.30) 0.218 Caution
Cocaine + 20% Rat Poison 0.20 × (1 + 0.20 × 0.75) 0.230 Caution
Heroin + 15% Fentanyl 0.35 × (1 + 0.15 × 0.95) 0.400 Dangerous
Heroin + 30% Fentanyl 0.35 × (1 + 0.30 × 0.95) 0.450 Lethal
๐Ÿ’ก Toxicity Thresholds: Values below 0.30 are safe, between 0.30 and 0.60 cause client sickness and complaints, and above 0.60 trigger overdose events and potential client death.

โญ Quality Formula (datamined)

How the game calculates perceived quality after cutting. Quality directly impacts client satisfaction and what price they will accept.

Core Formula
final_quality = purity% - (cutting% × quality_penalty)
  • purity% — Starting purity of the drug before cutting (0–100 scale). Pure drugs from suppliers start at 100%.
  • cutting% — Percentage of the total mix that is cutting agent (0–100 scale).
  • quality_penalty — A per-agent multiplier that determines how much quality drops per point of cutting. Lower is better.

Quality Penalty per Agent — How much each percentage point of cutting reduces final quality.

Cutting Agent Quality Penalty 20% Cut Result 30% Cut Result
Paracetamol 0.6 88% quality 82% quality
Sugar 0.8 84% quality 76% quality
Baking Soda 0.85 83% quality 74.5% quality
Ibuprofen 0.9 82% quality 73% quality
Viagra 0.85 83% quality 74.5% quality
Rat Poison 1.4 72% quality 58% quality
Fentanyl 0.3 94% quality 91% quality

Example Comparison — Cocaine at 100% purity cut 20% with different agents.

Mix Formula Final Quality Client Reaction
Cocaine + 20% Paracetamol 100 - (20 × 0.6) = 88 88% Happy — barely noticeable
Cocaine + 20% Rat Poison 100 - (20 × 1.4) = 72 72% Angry — visible quality drop, complaints
Cocaine + 20% Fentanyl 100 - (20 × 0.3) = 94 94% Impressed by potency — but may overdose
โš ๏ธ Warning: Fentanyl has the lowest quality penalty (clients think it is strong product) but the highest toxicity modifier. The quality formula does NOT account for health risk — a product can have 94% perceived quality and still kill the client.

๐Ÿ˜Š Client Satisfaction System (hidden score)

Each client tracks an internal satisfaction score that determines their loyalty, purchase frequency, and whether they stay or leave permanently.

Satisfaction Score Formula
satisfaction = (quality_weight × quality) + (price_weight × price_fairness) + frequency_bonus
  • quality_weight — Fixed at 0.45. Quality matters most to clients.
  • quality — The final_quality value from the quality formula (0–100).
  • price_weight — Fixed at 0.35. Price fairness is the second most important factor.
  • price_fairness — 100 if at or below expected price, decreasing linearly as price increases above expectations (0–100).
  • frequency_bonus — Bonus for meeting clients on time: +10 if met within the scheduled window, +5 if slightly late, 0 if very late, -10 if missed entirely.

Satisfaction Tiers — What happens at each level of the satisfaction score.

Tier Score Range Client Behavior Effects
LOYAL >80 Buys frequently, refers new clients, accepts slightly higher prices +15% purchase frequency, +1 new client referral chance per week, accepts up to 10% price markup
SATISFIED 60–80 Normal purchase behavior, stable relationship Standard purchase frequency, no referrals, normal price expectations
UNHAPPY 40–60 Buys less often, complains about quality, may seek other dealers -25% purchase frequency, demands discounts, 15% chance to leave each transaction
LOST <40 Stops buying permanently, may report you to DEA Client permanently lost, 30% chance of generating a DEA tip (+15 heat), never returns
๐Ÿ’ก Tip: Client satisfaction is tracked per-client, not globally. You can sell premium quality to loyal high-value clients while selling lower-quality product to new or low-tier clients without affecting your loyal base.

๐Ÿšจ DEA Heat System (internal tracking)

The game tracks a hidden "heat" value that determines police presence, patrol frequency, and raid probability. Heat accumulates with every sale and spikes on certain events.

Heat Mechanics
  • Base Decay Rate: -2 heat per in-game hour passively while not selling.
  • Maximum Heat: 100 — at this point raids are almost guaranteed.
  • Per-Sale Heat: Varies by drug type (see table below).
  • Decay Freeze: Heat does not decay during active police chases or within 30 minutes of a spike event.

Heat per Sale by Drug Type

Drug Heat per Sale Risk Level Notes
Marijuana +1 LOW Lowest priority for law enforcement
Hashish +1 LOW Same category as marijuana
Mushrooms +1 LOW Psychedelics draw minimal attention
LSD +2 MODERATE Slightly more visible than natural psychedelics
Ecstasy +2 MODERATE Party drug visibility
Amphetamine +3 MODERATE Stimulant class draws more scrutiny
Cocaine +4 HIGH Premium drug = premium heat
Heroin +4 HIGH Opiate enforcement priority
Crystal Meth +5 VERY HIGH Highest per-sale heat in the game
Crack +5 VERY HIGH Same tier as meth — maximum enforcement

Heat Spike Events — Sudden heat increases triggered by specific incidents.

Event Heat Added Trigger
Police Sighting +8 Cop sees you making a deal or carrying visible product
Client Overdose (survived) +12 Client survives but toxicity was dangerously high
Client Death +25 Client dies from overdose — toxicity exceeded lethal threshold
Neighbor Report +10 NPCs near your stash house or dealing spot call authorities
Failed Police Escape +15 Caught during a chase — arrested and released with penalty
DEA Tip (lost client) +15 Unsatisfied client (satisfaction <40) reports you
Successful Police Escape +5 You escape a chase but your presence is logged

Heat Thresholds — What happens at each heat level.

Heat Range Status Effects
0–20 COLD Normal police patrols, no extra attention. Safe to deal openly.
21–40 WARM Slightly increased patrol frequency in your active territories. Police may look twice.
41–60 HOT Undercover officers spawn in dealing zones. 10% chance of being tailed after a sale. Random vehicle stops.
61–80 CRITICAL DEA agents actively search for you. 25% chance of stash house raid. Increased roadblocks near your territories.
81–100 MAXIMUM Full DEA task force deployed. 50% raid chance per in-game day. SWAT teams near stash locations. Nearly impossible to deal safely.
โ˜ ๏ธ Danger: Client deaths generate +25 heat per incident. A single batch of Fentanyl-laced heroin that kills 3 clients can push you from Cold to Critical instantly (+75 heat). This is the single fastest way to trigger a DEA raid.

๐Ÿ’ฐ Price Calculation Mechanics (datamined)

The game dynamically calculates what price each client is willing to pay. This formula runs per-transaction and accounts for multiple hidden modifiers.

Price Formula
final_price = base_price × reputation_modifier × territory_demand × random_variance
  • base_price — The fixed starting price for the drug type. Set in game data per drug (see Drugs page).
  • reputation_modifier — Scales from 0.7 (new dealer) to 1.3 (max reputation). Each successful sale adds +0.005 to your territory reputation.
  • territory_demand — Each zone has a demand multiplier that fluctuates between 0.8 and 1.4. Demand increases when no dealers are active in the zone and decreases with saturation.
  • random_variance — A per-transaction randomizer between 0.90 and 1.10 (plus/minus 10%) to prevent prices from being perfectly predictable.

Reputation Modifier Scaling

Reputation Level Modifier Price Impact How to Reach
New Dealer 0.70 -30% from base price Starting value for all new territories
Known 0.85 -15% from base price ~30 successful sales in the territory
Respected 1.00 Base price (no modifier) ~60 successful sales in the territory
Trusted 1.15 +15% above base price ~120 successful sales in the territory
Kingpin 1.30 +30% above base price ~200+ successful sales in the territory

Client Desperation Modifier — An additional hidden multiplier applied to addicted clients.

  • Non-addicted clients: Desperation modifier = 1.0 (no change)
  • Mildly addicted: Desperation modifier = 1.05–1.10 (will pay 5–10% extra)
  • Heavily addicted: Desperation modifier = 1.10–1.25 (will pay 10–25% extra)
  • Withdrawal state: Desperation modifier = 1.25–1.40 (will pay almost anything)
๐Ÿ’ก Tip: The combination of max reputation (1.3) + high territory demand (1.4) + withdrawal desperation (1.4) + lucky variance (1.1) can push a single sale to over 2.8x the base price. These ideal conditions are rare but extremely profitable.

๐Ÿ’Š Drug Effect & Addiction Mechanics (per-drug stats)

Each drug has hidden stat modifiers that control its effects on clients, addiction progression, and overdose risk. These values are set in game data and cannot be changed through gameplay.

Drug Potency Base Toxicity Value Modifier Addiction Rate Overdose Risk
Marijuana 0.20 0.05 1.0 3% per use None
Hashish 0.30 0.08 1.1 5% per use None
Mushrooms 0.40 0.05 1.0 2% per use None
LSD 0.50 0.10 1.2 4% per use Very Low
Ecstasy 0.55 0.15 1.3 10% per use Low
Amphetamine 0.60 0.18 1.4 12% per use Low
Cocaine 0.75 0.20 1.8 18% per use Moderate
Heroin 0.85 0.35 1.9 25% per use High
Crystal Meth 0.90 0.30 2.0 22% per use High
Crack 0.95 0.40 2.1 30% per use Very High
How Addiction Works
  • Addiction Roll: After each purchase, the game rolls against the drug's addiction rate. If the client "passes" the check, their internal addiction counter increments.
  • Addiction Stages: Non-addicted → Mildly Addicted (3+ hits) → Heavily Addicted (8+ hits) → Dependent (15+ hits).
  • Repeat Business: Addicted clients purchase 2–3x more frequently than non-addicted clients, creating steady revenue.
  • Overdose Risk: Each purchase by an addicted client runs a secondary overdose check: overdose_chance = base_toxicity × addiction_level × cut_toxicity. Heavy addicts buying high-toxicity product are at real risk.
  • Mixing Impact: Cutting drugs increases volume but can compound overdose risk. A heavily addicted heroin user buying Fentanyl-cut product faces the highest overdose probability in the game.
โš ๏ธ Warning: Crack has the highest addiction rate (30% per use) and the highest base toxicity (0.40). While this creates extremely loyal repeat customers, the overdose risk means you will inevitably lose clients. Budget for client attrition when dealing crack.

๐Ÿ”ซ Gang Territory Mechanics (zone control)

Rival gangs actively contest your dealing territories. Understanding the control system lets you defend your turf and expand strategically.

Territory Control Percentage
  • Each zone has a control percentage (0–100%) tracked per faction (you and each rival gang).
  • Control increases by +2% for each successful sale in the territory.
  • Control decays at -0.5% per in-game day if you make no sales there.
  • At 100% control, you receive a +20% bonus to all sale prices in that zone and the zone is marked as "owned" on the map.
  • If a rival gang reaches 50%+ control in your territory, they begin actively attacking you on sight.

Gang Aggression Triggers — What causes rival gangs to escalate conflict.

Trigger Aggression Increase Effect
Selling in their territory +5% per sale Gang members begin patrolling the area, giving verbal warnings
Reaching 30% control in their zone +15% one-time spike Armed gang members spawn near dealing spots, may attack on sight
Reaching 50% control in their zone +25% one-time spike Full gang assault — armed groups actively hunt you in the territory
Killing a gang member +10% per kill Permanent aggression increase, gang sends stronger enforcers
Stealing their stash +20% one-time spike Gang treats you as a primary target until aggression decays
Defense Strategies
  • Maintain presence: Sell regularly in your territories to prevent control decay. Absence invites rival expansion.
  • Gradual expansion: Push into rival territory slowly. Jumping from 0% to 50% too fast triggers maximum aggression before you are prepared to defend.
  • Avoid unnecessary kills: Each gang member killed permanently raises aggression. If possible, flee rather than fight — the aggression from kills never fully decays.
  • Territory buffers: Maintain neutral zones between your core territory and rival territory. This gives you early warning when gangs begin expanding toward you.
  • Night dealing: Gang patrols are reduced between 1:00 AM and 5:00 AM. Use this window for high-risk sales in contested zones.

๐Ÿ“ˆ Progression Unlocks (levels 1–5)

Everything that unlocks as you level up, including new areas, drugs, equipment, and game features.

Level Areas Unlocked Drugs Unlocked Equipment Unlocked Features Unlocked
LVL 1 Starting neighborhood, Old Town district Marijuana, Hashish Small backpack, Basic phone, Starter stash spot Basic dealing, Phone contacts, Map access
LVL 2 Downtown, Sector B, Park district Amphetamine, Ecstasy, Mushrooms Medium backpack, Upgraded phone, Mixing table, Weed growing setup Drug mixing, Growing operations, Client network expansion
LVL 3 Docks, Westside, Industrial zone Cocaine, Heroin, LSD Large backpack, Lab equipment, Pill maker, Multiple stash houses Crack cooking, Advanced mixing, Expanded territory control
LVL 4 Uptown, Suburbs, Highway access Crystal Meth Crystalliser, Vehicle upgrades, Reinforced stash houses, Bulk packaging Meth production, Vehicle stash compartments, Gang negotiation
LVL 5 All zones unlocked, Premium districts All drugs available from all suppliers Premium lab, Maximum storage, Armored vehicle, Best phone Kingpin status, Full territory map, All supplier tiers, Endgame missions

XP Sources & Amounts — How to gain experience and level up faster.

Activity XP Gained Notes
Successful drug sale +10–50 XP XP scales with drug tier: weed=10, meth/crack=50
Completing a quest +100–500 XP Main questline quests give the most XP
New client acquired +25 XP First sale to a brand new client
Territory control milestone +75 XP Reaching 25%, 50%, 75%, 100% control in a zone
Escaping police +30 XP Successfully evading a police chase
Mixing/producing drugs +15 XP Each batch produced in the lab
Discovering a new area +50 XP First time entering a new zone
Loyal client milestone +40 XP When a client reaches "Loyal" satisfaction tier
XP Requirements per Level
  • Level 1 → 2: 500 XP — Achievable in the first few in-game days with steady weed sales
  • Level 2 → 3: 1,500 XP — Requires expanding into mid-tier drugs and new territories
  • Level 3 → 4: 4,000 XP — Heavy dealing in cocaine/heroin with quest completion
  • Level 4 → 5: 10,000 XP — Endgame grind requiring meth production and territory dominance
๐Ÿ’ก Pro Tip: The most efficient way to play the game comes down to understanding these hidden systems. Cut drugs at 15–20% using Paracetamol to maximize profit while keeping quality above 80% and toxicity under 0.30. Keep your DEA heat below 40 by rotating between territories and selling lower-heat drugs (weed, mushrooms) between high-value meth/cocaine deals. Prioritize building client satisfaction above 80 for the referral bonuses — each loyal client generates new customers passively. And never, ever use Fentanyl unless you enjoy watching your client base disappear.