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Crime System
May 18, 2026 at 03:52 AM
Replaced em-dashes with context-appropriate punctuation
ANANTA has a crime system similar to Grand Theft Auto. Illegal actions, like stealing cars or colliding with other vehicles, fill a crime meter. When it hits 100%, the player is placed in a police station. There are no police shootouts.

The crime level accumulates as a percentage. Smaller infractions add small amounts; bigger crimes fill it faster. Once you reach 100%, the game cuts to a police station scene rather than triggering a GTA-style police chase with escalating force.
Criminal actions lower your reputation in Nova City. Lower reputation makes navigating the city harder, though the exact mechanics of what "harder" means (hostile NPCs, locked areas, price increases) have not been fully detailed.
The Identity System lets you play as a police officer (Richie). As a cop, you can respond to calls, search suspects, administer breathalyzer tests, and arrest people. You can experience the crime system from both sides: as the person committing crimes, or as law enforcement responding to them.
Trigger | Meter Effect | Notes |
|---|---|---|
Vehicle theft | Increases the crime meter | Confirmed in TGS 2025 demo |
Vehicle collisions in traffic | Small meter additions | Pedestrian and traffic NPCs react |
Public property damage | Adds to the meter | Severity scales with damage scope |
Crowd disruption | Small additions | Bystanders may post reactions on social media |
Reaching 100% | Triggers a cut to a police station scene | No GTA-style chase escalation in current build |
Current materials are explicit that the consequence at maximum meter is a cut to a police station rather than a sustained pursuit with escalating force. The system reads as a deliberate design choice: the simulation framing emphasises that crime has social consequences inside Nova City rather than becoming a setpiece firefight.
Repeated criminal actions lower the player's reputation in Nova City. The current materials confirm reputation degrades the play experience but do not enumerate the exact penalties; the most-cited examples in coverage are NPC hostility and reduced access to specific districts. Treat the exact penalty list as not-yet-confirmed.
Through the Identity System, players can switch to Richie, a police officer working for the N.C.C.A. (Nova City Crime Agency). As Richie, the player can respond to call-outs, search suspects, administer breathalyzer tests, and arrest offenders. The crime system effectively has two viewpoints in the same world.
Identity System, character-based progression that lets the same world be experienced as cop or civilian
Social Media Influence, public chaos moments propagate through in-game feeds
Vehicles, vehicle theft and traffic incidents are the most-shown meter triggers