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Identity System
May 18, 2026 at 03:49 AM
Embedded one topic-matched gallery image into the lede
Every playable character in ANANTA has their own job. Not just a title on a character screen but an actual gameplay loop with its own XP system, missions, and progression. Cops earn XP by arresting people. Couriers earn it by completing deliveries. Even the unemployed characters have mechanics tied to stamina and exploration.

When you switch to a characteryou also switch into their daily life. Richie patrols as a police officer, responding to calls and making arrests. Taffy runs deliveries through dangerous districts. Seymour runs covert hacking operations from his RV. Each job generates in-game income differently.
Police officer (Richie), patrols, arrests, breathalyzer tests, investigations
Delivery courier (Taffy), deliveries across dangerous city districts
Hacker (Seymour), covert digital operations from an RV
Other mentioned roles include: fitness trainer, live-streamer, and unemployed (each with unique mechanics)
Each character has both combat skill trees and job skill trees. The combat trees upgrade fighting abilities; the job trees upgrade role-specific skills. This gives two separate progression tracks per character.
The developers said, "You can live out lives you could never experience in real life." Each character's job feeds into their personal story arc. Job progression unlocks new story beats, new charactersand new traversal tools.
Character | Job | Day-To-Day Loop | Confirmed Mechanics |
|---|---|---|---|
Police officer | Patrols Nova City and responds to calls | Arrests, search suspects, breathalyzer tests, investigations | |
Delivery courier | Cross-district deliveries through hostile zones | Time-pressure routes, Vehicles interaction, Crime System friction | |
Hacker | Covert operations from a mobile RV | Digital infiltration with Eonbug support | |
Fitness trainer | Body-focused activity in the Delirium Block | Stamina and exercise hooks confirmed; specifics in flux | |
Live-streamer | High-speed pursuit and broadcast lifestyle | Crosses into Social Media Influence | |
Engineer at Shorewater Industries | Gadget research and field support | Field tools and traversal gadgets |
Every character has two confirmed progression tracks running in parallel: a combat skill tree that upgrades fighting abilities, and a job skill tree that upgrades role-specific mechanics. The dual structure is a key reason why character switching feels distinct: switching characters switches not just kit but daily routine and earning curve.
Job progression unlocks new story beats specific to that character's arc
Some new characters are unlocked through other characters' job storylines
Job-side income is a confirmed source of in-game currency, used for cosmetics in the Cosmetic Monetization loop
Whether jobs can be respeced or rerolled
Whether unemployed characters have a long-term progression curve or only short-term hooks
Exact XP curves and how leveling caps interact with the story spine