Ironvale
STRATAL · PLAYER INFORMATION

How to Play

Start in Lowmarket. Build a reputation, develop your crew and choose how you earn your place in the city.

Updated 6 November 2026

1. Start with the basics

Use Home for your next job and progress. Crimes earn cash, XP and reputation; Gym spends energy to improve strength, defence, speed and dexterity. Start with affordable jobs and the free starter gym. Your header shows current resources, XP and the amount needed for your next level. Bars keep the same size as your maximum resources grow.

2. Your Menu grows with you

A new account starts with the pages you need first: crimes, the gym, the city, your garage, gear, the bank, missions, your story and your account. Each level-up adds a few more to the Menu and to Home. Home says what the next level opens, and right after a level-up it lists what just opened, each a tap away. Nothing is locked away by this: a link or notification still opens any page. To see every page now, open Settings and turn on Show every page. Players from before this change see every page already. Until level 6 a rookie bonus doubles the XP you earn. Dot, at the Lantern Club, walks you through each new part as it opens: one lesson at a time on Home, and a short note along the bottom of the page it is about. Skip any lesson you do not need.

3. Rivals who remember

Ironvale's crews notice you once you reach level 5. When a rival fights you, puts a price on your head or leans on one of your businesses, Home shows who it was, their crew and what they did. A crew that leans on a business skims part of the takings waiting there. Beat that rival within 24 hours and you win back twice what they took, and beating anyone who beat you settles the score for bonus XP and respect. The Courier on Home carries the city's latest news.

4. Today and risky jobs

Home's Today list holds the day's work: your streak reward, the day's contracts, the safe and the calendar. Tick them off and it tells you when you are done for today. From level 3 you can switch on Take a risk above your jobs: lower odds, more heat and a bigger chance of arrest, for half as much again in pay on a clean job. XP is the same either way, so play it safe when you want levels and take a risk when you want cash.

5. Your story

The story runs from your first night in Lowmarket onwards. Open it from Legacy in the Menu, or from the Your story card on Home when a new chapter is ready. Each chapter opens at a level, introduces the parts of the city that open with it, and pays once when you finish it. Your choices change what people remember and how the four families see you.

6. Progress, missions and rewards

Missions are accepted contracts; achievements track milestones and weekly goals reset on their displayed schedule. Open each goal for its requirement and claim earned rewards. Check City events for bonuses and timed challenges, including race completion and wins. Event prizes can include cash, equipment or weapons; read the prize details and claim before the shown deadline. When the city runs them, a daily streak pays a reward each day you collect it (day 7 pays most, and a grace token earned from the weekly contract covers one missed day), and three daily contracts plus one weekly contract come from the work you already do. Badges can unlock titles to show on your profile. The Hall of Fame ranks each month's top earners, racers, criminals and gangs; the top three players on each board earn a title. A season pass gives tiers as you earn pass XP from crimes, races, fights, goals, contracts and your streak; its free rewards are in-game cash, titles and nameplates. An optional premium pass, bought through Google Play for one season, adds a reward on every odd tier (in-game cash and titles, nothing that makes anyone stronger); if the payment is refunded, premium rewards already collected are taken back.

7. Travel and local content

You begin in Lowmarket. City destinations unlock by level; review the fare and travel requirements before flying. Shops, dealerships, gyms and tracks depend on where you are. Aircraft passes last 30 days and use the payment shown on their card. Lowmarket has a free return route, so you can get home without being stranded.

8. Gear, bank and marketplace

Gear shows inventory and equipment. Equip useful weapons, armour and tools, and save consumables for when you need them. Shops sell local stock; the marketplace contains general equipment and item listings, while vehicle auctions have their own screen. Bank deposits have the displayed fee; withdrawals are free. Review your statement with its Next and Previous buttons.

9. Garage, workshop and styling

Buy an affordable daily driver before chasing rare cars. Choose a getaway car in Garage and maintain its condition. Repair, tune and fit compatible upgrades in Workshop; styling changes the portrait without changing performance. Car speed, acceleration, handling, reliability, installed parts and condition all matter in races. Dealerships and auctions offer stock suited to their city.

10. PvP Races

Open PvP Races from Racing, Menu or another player’s profile. Choose a local unlocked track, cash or drug stock, and a stake per driver. Both drivers must agree and meet the race requirements. Creator stock or cash is held until acceptance; invitations expire after one hour with a refund. Each completed race costs both drivers 10 energy and 3 condition points. Cash prizes pay the displayed percentage of the combined pot; drug winners receive the held stock. Review vehicle performance: a healthy supercar usually beats a stock daily driver.

11. Private trades

Open another player’s profile and choose Private Trade, or use Private trades in Menu. Choose a tradeable inventory item or drug, quantity and total cash price. The offered stock is held for the named recipient; only that player can accept and pay. Review the full offer before confirming. Cancelling, declining or expiry returns the held stock. Open offers expire after 24 hours. Equipped items, vehicles and workshop parts are not sold through this item-offer screen.

12. Drugs: five connected sections

The Drugs menu has Market, Trading, Dealers, Buildings and Raids. The banner scrolls away while the section tabs stay available. Market sells limited city supply; Trading contains public player listings. Drug stock can be used for deliveries, dealer runs, some travel payments and private offers. All stock and prices shown are fictional game assets.

13. Dealer networks and production

Your dealer network decides how many runs you can have out at once and how big each one is. Everyone starts with Street dealers (one run of up to 28 units); Corner crew (level 25, two runs of 40), Block network (level 45, three runs of 60), District network (level 75, four runs of 80) and City syndicate (level 120, five runs of 120) each cost more and lower the capture risk. A run lasts at least four hours. The displayed dispatch fee and commission reduce your return; higher prices can increase risk and time. Events affect pricing and production. Ten buildings, from the Lowmarket Growhouse to the Harbour Bonded Warehouse, each make one drug and open at their own level. Buildings require purchase plus paid inputs and 20 energy per cycle. Cycles do not repeat automatically: collect the completed output before starting another. Completed supply is exposed until collected; security upgrades reduce raid success.

14. Raids and police risk

Raids require eligible level/age, resources and an exposed target. Read the reason if raids are unavailable. Each attempt spends 25 energy and 10 nerve; stolen stock is capped at eight units and 25% of exposed supply. Attacker and building cooldowns apply. A failed raid can lose cash and health and cause hospital admission. Dealer capture or a police raid can seize stock and impose 12 hours in jail.

15. Jail and hospital

Restricted activities, including crimes, gym, production, dealing, raids and races, cannot be bypassed from another menu. Open Jail to review your sentence and release options; bail uses the normal displayed rules. Open Hospital for recovery, healing and release. Check the current restriction banner and available actions before committing resources.

16. Championships, leagues and private cups

Championships run every day: at 10:00, 14:00, 18:00 and 22:00 UTC the city puts on two, a class sprint and an open division by performance index, each with an entry fee and a sponsor prize for the top three. Enter with your getaway car while entries are open; qualifying sets the bracket and the knockout rounds run on their own. Racing leagues add six seasons a year for each car class, open series and a cup in every seasonal event, with points, trophies, titles, plates and prize cars. From Private cups you can host your own: choose the track, class, levels and fee; the pool pays the podium and the host takes 5%.

17. Seasonal events and showdowns

A few weeks at a time the city dresses up for an event such as Halloween, Christmas or Valentine's. Play earns the event's tokens, up to the daily cap shown, to spend in its shop, and its missions pay on top. Every event also holds a showdown, such as Valentine's Massacre, The Midnight Haul or The Snow Run, which counts one thing like fights won or races won. The top 25 share prize money at their level, everyone else on 10 or more earns a finisher's prize, and all of them earn season pass XP; a tie goes to whoever got there first. Prizes are paid automatically when the event ends and the results stay on the event page for two weeks. The season pass page names the showdown inside its season.

18. Prizes are never lost

Everything you win is listed in the Prizes tab on Notifications. Most rewards wait for you to press Collect or Claim. If you do not, they are collected for you two days after the contest ends, or sooner when a reward would otherwise run out, and a notification tells you what was added: season pass tiers, season places, your gang's shared season reward (paid into the gang bank), championship winnings and refunds, racing league prizes, fight night purses, event challenge prizes and city job milestones. A prize car needs a free garage space; until you have one it waits and is tried again later.

19. The underworld: crews, the city job and hits

Six rival crews live in the city and play it like anyone else. From level 10, Sit-downs let you meet a crew boss and bargain, threaten or bribe; a won meeting raises your standing and can open a deal such as safe passage or a cut of their racket. The city job is one target a week for the whole city: everyone who puts in at least 10 points shares the rewards at 25, 50, 75 and 100%. From level 20 the hit contracts board offers three jobs a day on crew members, never on real players: scout first, then go in quietly or loud. Some crimes offer an optional mini-game (a lock, a safe or a hot-wire) that can improve your odds and pay; it never costs you anything.

20. Hideout, guard dog, overnight orders and the album

From level 10 you have a free back room, and you can move up to a walk-up flat, a townhouse, a penthouse and a hilltop estate. Its rooms show off your trophies and cars, add garage space, keep part of your dirty money safe from an arrest, add overnight order slots and house a dog. A guard dog needs a kennel; it cuts what muggers take and fights at your side, so walk, train and feed it each day. Before you sleep, Overnight orders let your people train, work the bench, run cargo, lie low or look after the dog for up to ten hours, with a summary waiting in the morning. Album cards drop from jobs, fights, races, hits, sit-downs and the city job: a finished set gives a small permanent perk, duplicates become stamps that buy a missing card, and friends can swap spares once a day.

21. The streets, the Fixer, nemesis and most wanted

Walk the streets for a chance encounter, such as a stranger with a job, a cop stop or a dropped wallet: up to 12 walks a day, one every 20 minutes, and each choice has its own risk and reward. The Fixer gives you a list of jobs each week; do them in order for growing pay and a finale. Beat a crew member and one of them may become your nemesis, turning up again until you settle it. Every Monday the police name the week's most wanted from the hottest players: stay out of jail until Sunday night and the city pays you.

22. Fight nights, the bookie, the numbers and convoys

Each week every level band has a fight night on Friday at 20:00 UTC: enter for the fee and fight a knockout at full strength. The purse pays the last four and the winner takes the band's belt and title. The bookie offers fixed odds on championship rounds, fight nights, the election and gang wars, within daily limits. The numbers draw three digits every night at 20:00 UTC; a winning ticket pays 500 to one plus a share of the pot. Convoys are gang smuggling runs: drivers bring crates, escorts bring fists, the checkpoint is one fight for everyone and the gang bank takes a cut.

23. Your path, sworn partner, awards and flair

From level 25 choose a path, Wheelman, Enforcer, Fixer or Smuggler, and earn its five ranks from its own kind of play: a growing bonus, a signature move once a day from rank 3, and a title and plate at the top. Swear a partnership with one friend: when you both play on the same day you each collect a bonus, and once a day one of you backs the other up in a fight. The Ironvale Awards are voted each month from the 1st to the 7th: six awards from last month's records, with a trophy, a plate and a title for each winner. Flair adds emotes, stickers and a name colour in chat; the Ironvale faces are free, and more packs come from the store, the season pass, the awards and the paths. Staff carry a MOD badge in chat.

24. The daily safe, the calendar and the Vault

The safe is one puzzle for the whole city: four different digits and seven tries, with a new combination every day. The fewer tries you need, the more it pays. The Lamplighter's Calendar gives you one square a day and square 28 is its big prize; miss a day and the next square simply waits for you. The Vault puts an extra 5% of what jobs, races, fights and heists pay aside, on top of your pay. Once it holds enough you can open it through the store and take everything inside.

25. Hot jobs and Deals of the week

Each day two jobs in every district are hot and pay 25% more, and each week one heist does too. Look for the Hot tag. The Market's Deals of the week put six shop items on sale at 20 to 40% off, up to five of each per player, with new deals every Monday at 00:00 UTC.

26. Chop shop, smuggling and the car meet

Wheels, in the Menu, holds the car trades. A stolen car can only go to the chop shop: dealers and auctions will not take it. The chop shop pays you part of its value and puts it on its lot, where other players can buy it for more. It stays stolen, so they can only sell it back to the chop shop. You cannot buy back a car you sold, a car gives up its parts only once, and a car nobody buys is broken up after 14 days. From level 10, smuggling runs crates between districts in your own car, buying low and selling high. At the car meet you enter one car from the Car meet tab or your Garage; everyone has three votes a week, and the top three win a title and cash on Sunday night.

27. Air freight and the treasure hunt

Air freight: buy a load where it is cheap, fly it, and sell it where it is wanted. Prices change every day, you get four loads a day, and customs looks harder at contraband. The treasure hunt runs for a week: five clues in five districts. Each search costs 5 energy and you can only search the district you are standing in, so fly there first. The first to finish earn a bonus on top of the treasure.

28. Poker, the drag strip and the drift course

Poker is Texas hold'em against other players at the casino tables. Chips come from your cash and go back when you stand up, and bigger tables open with level and district. On the drag strip you launch on the green and shift on the light; a red light counts for nothing. On the drift course the most points in one run wins, and a spin ends the combo. You drive your own car, with 40 runs a day. Each has a weekly board with its own prizes, paid after Monday 00:00 UTC, so check the board for what this week pays.

29. Duels, sieges and Fresh start

Duels are a monthly ranked ladder from Bronze to Kingpin, opening at level 5, and the ladder starts again each month. In a siege the whole city fights over one district for 48 hours, and every job, fight, race and heist there scores for your gang. Fresh start wipes the books for ten days: everyone starts at nothing and every level scores the same Clout, with prizes down the table when it ends.

30. The yard, car sets, skyline and colours

If you go to jail, the yard lets you fight the regulars, do favours, put a kit together and plan the way out. Car sets pay once when you own every version of a car at the same time. Your skyline shows every property you own, district by district. Colours let a gang fly its flag and dress a hideout, and the rarest pieces are never sold: they are won.

31. The store

The store sells packs of cosmetics, nameplates, flair, cars and supplies through Google Play. Each card lists exactly what the pack gives, and some packs are on sale only during an event, a season or a single week. Purchases are for the signed-in player; Restore purchases checks Google Play for anything owed. If a payment is refunded, what it gave is taken back.

32. Gangs, chat and other players

The global chat bubble opens the full conversation. Gang chat is visible only to current members of your gang. Leaving a gang warns you about the 12-hour wait before joining another. Player actions provides Message, PvP Race and Private Trade. Raid building appears when that player has exposed supply you are eligible to raid. Friendship & safety contains Add Friend, Block and Report. Award up to five reputation points daily, once per recipient. Reputation received unlocks badge milestones and one-time rewards. Badge showcase lets you choose up to three earned badges across levels, crimes, auctions, dealing, racing and reputation, with rarities from common to ultra rare. Admins set conditions and prizes. Nameplates frame your player name: some unlock for free at a required level, while others are bought with cash in their listed district. Choose one through Account or Settings; these cosmetics do not change your stats. Do not put your email or contact details in public profile text; other players cannot see the account email field.

33. Stay in control

The bell opens notifications, Messages holds private conversations and redeemable gift mail, and Account → Recent activity shows your action log. Settings manages your profile and preferences, including changing your username after an availability check. Names are unique regardless of letter case; your progress, inventory and friendships remain attached to your account; Security manages passwords, two-factor authentication and sessions. Read the Terms, Game Rules and Privacy Policy. For help or account/privacy requests, contact Stratal at sales@stratal.co.uk. In Settings, Connection shows whether the game is getting live updates. When your server offers them, Notifications chooses which alerts reach your phone and sets quiet hours, and Privacy turns usage sharing on or off at any time.

Contact Stratal

sales@stratal.co.uk