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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.
๐งช Toxicity Formula (datamined)
The internal formula that determines how toxic a drug mix becomes after cutting. This value directly controls client health outcomes.
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 |
โญ Quality Formula (datamined)
How the game calculates perceived quality after cutting. Quality directly impacts client satisfaction and what price they will accept.
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 |
๐ 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 = (quality_weight × quality) + (price_weight × price_fairness) + frequency_bonusquality_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 |
๐จ 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.
- Base Decay Rate:
-2 heat per in-game hourpassively 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. |
๐ฐ 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.
final_price = base_price × reputation_modifier × territory_demand × random_variancebase_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)
๐ 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 |
- 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.
๐ซ Gang Territory Mechanics (zone control)
Rival gangs actively contest your dealing territories. Understanding the control system lets you defend your turf and expand strategically.
- 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 dayif 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 |
- 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.
๐ 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 |
- 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