|KONTRAKT

Open-world crime RPG · in your browser · singleplayer & multiplayer

RDE | KONTRAKT

You are a contract killer with a small flat, a phone, a piano wire and a P9. The contracts come in on your phone; how you close them is your call. Hire a crew, found a gang, buy a house, rob a bank, take the ferry to the next city. No plugin, no engine, nothing to install: the cities, the graphics, the music and every sound are generated in your browser.

4
Cities to travel between
740+
Enterable buildings in four cities
24
Weapons
40
Placeable props
§ 00

What KONTRAKT is

A crime sandbox seen from above

KONTRAKT is a top-down open-world RPG about a hired killer in a city that lives on its own. People keep daily routines, traffic follows the lanes, police respond to emergency calls instead of knowing everything, and the city cleans up after you on a believable clock. You decide how to make your money: quiet contract work, bank heists, a protection racket, a drug business, a legal bar or all of it at once.

The same game runs alone in your browser and on a multiplayer server. Online, the city belongs to everybody: every house has at most one owner, gangs fight over the same blocks, crews guard their bosses' places while they are offline, and players take the ferry to other cities.

§ 01

Four cities

Each one generated from its own profile: size, districts, look and climate

Port Raven

Start city10 × 10 blocksNeon Isle

The harbour metropolis where every career begins. Old Town, Midtown, the villas of Sunridge, the Canal District, the industrial zone, the docks with cranes and piers, Ocean Beach with its beach clubs, and Neon Isle across the bridge: a boxing club, a lounge, a pawn shop, sushi, a barber and the Red Lantern.

San Aurelio

Mediterranean10 × 10 blocksIsla Luna

A sun-bleached port town. Terracotta roofs over ochre and whitewashed walls, palms along every street, a long golden hour and rarely a cloud. Barrio Viejo in the east, the villas of Las Colinas in the west, Playa Dorada on the seafront and streets like Calle del Puerto and Paseo Marítimo. Two market squares (Plaza Mayor and Plaza Vieja), the Iglesia de San Aurelio, the Mercado Central, the Estación Central with its S-Bahn and the Conservas del Sol cannery.

Ironhaven

Industrial9 × 9 blocksNo island

A smaller, harder harbour town. Brick terraces in Brickside, the Mills filling the east, Workers' Row, Coal Docks and a short Cinder Beach. Tin roofs, rain and smog most days, grey light, people in work clothes, and streets called Kiln Street and Furnace Road. Five factories with smoking chimneys and shift work, St. Barnabas Chapel, the Brickside Covered Market, Exchange Square and Ironhaven Central station.

Isla Esmeralda

Caribbean8 × 8 blocksSea all round

A small island town with the sea on three sides and turquoise shallows. Coral, mango, mint and turquoise houses under tin roofs, palms on every street, hawaiian shirts and sun on most days. Casco Viejo, Barrio Coral, the jungle hills of Selva Alta and the long Playa Esmeralda with fifteen lifeguard towers, the Coconut Beach Bar and the Sunset Rum Shack. The Plaza del Sol, the Iglesia de la Candelaria, the Mercado del Puerto and the Destilería Esmeralda rum distillery.

Travel by ferry and seaplane
Every city has a harbour terminal at the east end of its quay. A ticket costs $350, plus $120 for every crew member who comes along. The harbour police turn you away with a wanted level, and cars stay behind. Your money, inventory, weapons, skills and crew travel with you. Your houses, stash, furniture, plants, cars, dealers and guards on their posts stay in their city and wait for your return. Your gang stays yours wherever you are.
§ 02

In the game

Real in-game captures. Click to enlarge.
Top-down view of San Aurelio at sunset: terracotta hip roofs, palm-lined pavements and a crossing
San AurelioTerracotta roofs, palm-lined streets and the warm light of the golden hour.
Top-down view of Ironhaven at night in the rain: brick houses, a pharmacy, wet streets and a taxi with its headlights on
IronhavenRain on brick and tin roofs, wet streets mirroring the lamps, a taxi cutting through.
Top-down view of Neon Isle at night: a magenta-lit plaza with market stalls, palm trees and the Iron Fist boxing club
Neon IslePort Raven's island after dark: the neon plaza, the Iron Fist boxing club, Lagoon Row.
Night at the quay: the glowing Ferry and Seaplane sign of the harbour terminal, a player with three crew members and boats at the piers
The harbour terminalYour crew waits at the quay. The ferry and the seaplane go to the other cities.
Top-down night view of a hospital with a blue BRATVA gang tag on the pavement, palm trees and a player aiming a shotgun
Turf and tagsA gang tag sprayed outside St. Mary's Hospital, with night lighting and the minimap.
Top-down view into a hospital interior lit by a flashlight cone, with the roof faded away
Interiors and lightStep inside and the roof fades away. Light cones and shadows stop at the walls.
Top-down street scene with blood pools, a one-star wanted level and the police searching
Wanted and searchingOne star and the police are searching: blood pools, post-effects and the full HUD.
§ 03

Every feature

English by default, German in the settings

City life

  • Procedural cities on a grid of 26-tile blocks: Port Raven is 264 × 366 tiles with 9 districts including Neon Isle; San Aurelio has its own layout and look; Ironhaven is smaller and has no island; Isla Esmeralda is the smallest, with the sea on three sides.
  • Factories, churches and town squares in San Aurelio, Ironhaven and Isla Esmeralda. A factory is a long hall under a sawtooth roof, with presses, conveyor belts, workers in overalls, works security and a payroll safe in the office. A church has pews, an altar and a priest: confess to lose a wanted star, light a candle to heal a little, or lie low inside, where the search cools down twice as fast. A square has a fountain, market stalls and a coffee kiosk that sell food and coffee during the day.
  • Shift work at the factory: clock in at the gate, follow the foreman’s jobs from press to conveyor belt, hold E and get paid for every job, with a bonus for a full shift. On shift the factory floor is yours to walk.
  • Market halls under iron and glass: six stands with their own vendors and goods, from the bakery to the fishmonger.
  • Railway: a central station with platforms and a train, S-Bahn entrances across the city for quick rides (your crew rides along), and long-distance trains to the other cities with a station.
  • 249 enterable buildings in Port Raven, each with a real interior: bedrooms, bathrooms, kitchens, offices, shops, villas with fireplaces and aquariums. Roofs fade away when you step inside.
  • Street life: pedestrians on daily rhythms, shopkeepers, cooks, doctors, bouncers, guards, police patrols, harbour workers, beach-goers and party crowds at night.
  • Residents in every home: one to four people with jobs and schedules. They commute, work night shifts, party on weekends and sleep in their own beds. Some keep a pistol in the nightstand. Hold T at a door to listen.
  • Real traffic on a lane graph: cars keep lanes, corner in arcs, brake behind each other, wait at junctions, signal, overtake stalled cars and honk at you.
  • City services with their own vehicles: the undertaker, street cleaning, utility crews who replace smashed lamps, tow trucks for burnt-out wrecks, garbage collection that empties dumpsters with whatever you hid in them.
  • The city repairs itself: broken windows, picked locks, searched furniture and cracked safes are put right quietly while nobody is around.
  • Day and night (one real second is one game minute) with streetlights, lit windows, neon, headlight cones and moving sun shadows.
  • Weather per city: clear, overcast, rain, storms and fog. Rain muffles shots, fog cuts sight lines, wet streets mirror the lights, cloud shadows drift with the wind.
  • Swimming: walk into the sea or a pool and you swim — breaststroke, the crawl on Shift (fast, but it tires you), paddling when you are worn out. Splashes, ripples and the sound of every stroke; no jumping, shooting or dragging in the water. A swim washes you like a shower, and you come out wet and dripping for a while.
  • Beach life: towels, parasols, sandcastles and cool boxes on the sand in the daytime (everybody packs up when it rains), and a lifeguard on every tower from 8 to 8. Run out of breath out there and he whistles; worn out completely and he throws you a ring buoy — hold on and your breath comes back. A beach towel from the corner store dries you off.
  • Street furniture you can wreck: lamps, hydrants, benches, bins, bollards, vending machines and signs, with debris that stays on the road.

Assassin

  • Contracts by phone with a target dossier, photo, biography, a daily routine over several locations, bodyguards and a deadline.
  • Bonus objectives: Silent Assassin, Target Only, Accident, Signature Weapon, Headshot, In Disguise.
  • Buy intel to mark the target live; without it you only know the rough area.
  • Ratings from Phantom and Silent Assassin to Butcher and Public Enemy, with payout and XP.
  • Disguises taken from unconscious or dead NPCs. Enforcers see through them up close.
  • Perception: vision cones, light and shadow, crouching, noise radii and suspicion meters that fill from ? to !.
  • Takedowns from behind: piano wire, knife, chokehold, poison or sedative syringe.
  • Bodies can be dragged into dumpsters, lockers and wardrobes. A body that is found raises the alarm.
  • Coins distract guards. Instinct (hold Q) shows guards, targets and hiding spots through walls.
  • Line of sight: what lies behind walls stays dark.

Combat

  • Pistols: P9 Compact, Silver Baron .45 SD, Magnum .357. SMG: MP-K. Shotgun: Pump-12.
  • Rifles: K-47, Hummingbird AR-15, Breaker M60 with a 100-round belt, Falcon DMR, Whisper VSS with an integrated suppressor.
  • Sniper rifles: Hunter 700 bolt action and the Kodiak .50 BMG that punches through cars, doors and people.
  • Scope with a mil-dot reticle and pulse sway; crouch to steady, hold your breath with Shift. An aiming laser starts at the muzzle.
  • Melee: fists with combos and a guard, combat knife, baseball bat, crowbar, machete, katana.
  • Throwables: grenades, coins and remote-detonated C4.
  • Ballistics: real projectiles, tracers, headshots, over-penetration, shattering glass, recoil, spread and suppressors.
  • Gore (can be turned off): blood mist, pools, bloody footprints, drag trails and debris from blasts.
  • Self-defence: fight back against an attacker without becoming wanted.
  • Street criminals rob people and shops on their own. Stop one and you are a street hero, not a suspect.

Police

  • Wanted level from one to five stars with arrest-first rules of engagement. Runners get tackled.
  • Emergency calls instead of omniscience: witnesses phone it in depending on district and time; walk up to a caller and they hang up.
  • Police radio: every sighting goes out with position and heading.
  • A real search once they lose you: a growing search area, officers on foot checking corners and hiding spots, cars sweeping the streets around it.
  • Stars drop only when unseen: 8 seconds without contact, then one star every 12 seconds.
  • Units drive in over the road network, park at the scene, deploy, investigate and drive off again.
  • SWAT from four stars with AR-15s and marksmen; a helicopter from three, whose spotlight only finds you in the open.
  • Pursuits with sirens, PIT manoeuvres, roadblocks from three stars and spike strips from four.
  • Fines instead of stars for the small things: a cop who sees you relieve yourself in public or spray a wall walks over, asks for your ID, calls you by your surname and writes a ticket. E pays it, T refuses — refusing or walking off is a star and the arrest. A fare you could not pay and parking on the pavement (a ticket under the wiper) come by mail; open fines are paid in the phone.
  • Hiding in dumpsters, wardrobes and lockers — searchers do check them. A balaclava hides your face.

Injuries and EMS

  • Hit zones: head, torso (armour protects here), arms and legs, each with its own damage, bleeding and fracture odds.
  • Bleeding by zone and damage, including arteries; fractures make you limp or ruin your aim. NPCs suffer the same.
  • Treatment with bandages, tourniquets, splints and medkits, or the clinic for everything.
  • Critical condition instead of instant death, for you and for NPCs: lying down and bleeding out until help arrives. Clean headshots, takedowns and poison still kill.
  • Ambulances drive in from the clinic over the road network; paramedics treat on scene.
  • When you are down: heartbeat overlay, call an ambulance (E), give up (X), or get revived by a crew medic.
  • First aid on the wounded (hold E) earns Lifesaver XP.

Underworld

  • Criminal record with a sentence per charge. Escape the manhunt and the charges drop.
  • Surrender (X) for 30 % off your sentence. Jail with a fast-track trial and a real cell; pay bail (K) or break out.
  • Hold-ups: aim at someone and their hands go up. Rob wallets, phones and shop tills.
  • Pickpocketing from behind and burglary of wardrobes, safes, fridges and lockers. Break in while the residents are at work — or at night, quietly.
  • ATM hacking with a device from the black market. Bank account with card payments; dying only costs the cash in your pocket.
  • Grow system: seeds, pots, fertiliser and water; plants grow in real time and wither if you forget them.
  • Dealing: sell to pedestrians, build a dealer reputation, dodge snitches; wholesale at the black market.

Heists

  • The savings bank: tellers, a lobby guard and guards in the back.
  • The manager carries the vault keycard. Pickpocket it, or search him once he is out cold.
  • Three ways into the vault: keycard (quiet), thermal drill (about 20 seconds, loud) or C4 (the whole street hears it).
  • Loot: safe-deposit boxes with cash, gold bars, jewellery and diamonds; the counter can be emptied directly.
  • The jeweller: smash the display cases for jewellery, watches and diamonds. The panic button goes off after five seconds.
  • Every heist trips an alarm sooner or later; a bank job brings three stars and a lot of police. The next day the vault is sealed and restocked.

Crew and guards

  • Hire fighters from the broker Claw at the Blue Angel bar: three new faces a day, five rarities from Common to Legendary, five personalities and five skills (shooting, melee, stamina, tactics, medicine).
  • Roster of eight, three with you at once. They follow in four formations, get into your car, heal themselves and you, level up and grow a bond with you up to Legendary Bond.
  • Orders on the go: [V] attack the target at the crosshair, [N] hold or follow, [B] stand down; stances peaceful, defensive or aggressive; weapons out or away; hand them your current gun.
  • Friendly fire switch: off by default. Your crew's bullets, blows and blasts go through you, your people and your gang — and yours through them. Turn it on for realism.
  • Fire discipline: a crew member with you in the line of fire holds the shot and side-steps ("Boss, out of my line!").
  • Guards on posts: up to four. Post one where you stand from the crew menu, or aim and press [N] to send the closest one to the crosshair.
  • Patrol rounds: a guard can walk a round of up to four points around the post, set from the crew card ("Patrol point here"), or stay at the post.
  • Your guards on the maps: shield markers on the minimap and the big map — green on watch, orange on the way, red in a fight — with a health bar, and the patrol routes dashed on the big map.
  • Alarm coupling: a break-in calls the guards of that house; with an alarm system every guard of yours within 35 m runs over, searches for 20 seconds and takes on the intruder, and you get a pager message.
  • Night burglars: at three in the morning burglars come for places with guards on them. A guard nobody helps holds them off most of the time.
  • Posts survive your logout and a server restart. The guard stays until they go down or you call them back, keeps watch over your place and patches themselves up.
  • Intruders get warned ("Private property. Turn around."), then a last warning, then the guard deals with them — sooner if they draw a gun. Whoever breaks in is fought at once.
  • Your guard phones you when there is trouble; if you were offline, you get a report when you log in: alarms, takedowns, or who put your guard in the clinic.
  • Wages and risk: unpaid crew lose morale and quit; a fallen crew member spends a day in the clinic; their crimes go on your record.

Gangs and turf

  • Three street gangs hold the city: Volkov Bratva, Canal Street Vipers and Golden Lotus Triad. They fight each other for blocks, grow every day and come back after being crushed — with a vendetta.
  • Found your own gang and draw your tag freehand with six spray caps and nine colours.
  • Turf: every block has a tag spot. Spray it to claim the block; the last spray wins. The map shows turf in gang colours, and every block pays daily.
  • Gang wars: enemy turf can only be sprayed over at war, and a gang at war hunts you on sight and raids your blocks. Peace can be bought.
  • Gang organisation (multiplayer): five ranks with custom names, 13 permissions and daily withdrawal limits, invitations and open recruiting with a reputation requirement.
  • Treasury with an audit ledger, four upgrade lines (income, member slots, spray cans, cheaper peace), a gang wire that tells everybody what happens, and a daily payday split between the treasury and the members.
  • Succession: if the boss disappears for a week, the second-in-command can take over.
  • Across cities: a gang belongs to the city it was founded in; members stay members everywhere, and gang business is done at home.

Real estate

  • Every private house and flat is a property with its own address, priced by size and district. In Port Raven alone there are 163 of them.
  • One owner per house: the land registry lives in the world. A new character gets a small free place in the start city; moving up costs money, selling gives 60 % back.
  • Handed over empty: the tenants move out, you get a bed — and with your first place a safe with your starter kit. Furnish it yourself.
  • Bathroom to buy: a toilet, a bathtub and a shower for your place. Every bathtub has a shower: E washes off the smell, the flies and the muck.
  • Jukebox: place one at home or in your business. It plays the car radio’s stations, anybody nearby can pick one, and through the walls only the bass gets out.
  • Upgrades against raids: a reinforced door (three times as long to pick, crowbars useless), a security door (only explosives), an alarm system (siren, police and a text to you) and a door camera that names the burglar.
  • Keys: hand a key to up to five players. A key opens the front door with no break-in, no alarm and no trespassing; containers keep their own codes.
  • Abandoned homes go back on the market after 30 days; whatever was inside waits in the police evidence room.
  • Named businesses with daily income: bars, a gas station, a diner, a workshop, beach clubs, the Velvet strip club and the venues of Neon Isle.

Organization

  • Underworld rank: Street Rat, Small-Timer, Soldier, Capo, Underboss, Godfather.
  • Protection rackets: demand money from shop owners — the answer depends on your weapon, crew, turf and rank. Rivals muscle in.
  • Corner dealers keep selling while you are across town or asleep. Busts and robberies can take the dealer, the product and the cash.
  • Business upgrades: renovation, staff, advertising and neon for more daily revenue.
  • Phone › Organization: income by source, every shop, every corner, every upgrade.

Nightlife

  • Ocean Beach: boardwalk, loungers, surfboards and a lifeguard tower; beach-goers by day.
  • Beach clubs with a pool deck, DJ booth and neon; people dance at night.
  • The Velvet: stage, bouncers, champagne bar and a VIP area. Tip the dancers — dancers hear things.
  • Neon Isle: the Iron Fist boxing club (fight the house boxers for a purse, or another player for a stake), bar brawls at the Rusty Anchor, the Opal Lounge, the Neon Pulse club, the Red Lantern, sushi, a barber and a pawn shop.
  • Fair fights: a brawl or a bout is no crime, and nobody dies in the ring.
  • Venue music: inside clubs, bars, lounges and the boxing gym the street score fades out and the house band fades in.

Cars

  • Car radio: every folder of music on the server is a station, found by itself. Each station runs like a real one: everybody tuned in hears the same song at the same second, with station idents, a presenter who names the last and the next song, and adverts for the city’s businesses in between. A slim head unit above the dashboard: ⏻ on and off, ◀ ▶ or the mouse wheel to change the station. You hear the radios of the cars driving past, quieter and from their side.
  • Lock your car: K near it locks and unlocks — the indicators flash, the fob chirps. You just get in, the key is in your pocket. Anybody else has to smash the window: the alarm honks and flashes, and you get a message.
  • Taxi: call a cab in the phone and a car with a driver comes to the curb. Get in the back with F (friends ride along), pick the place on the map or from a list, and the meter runs while he drives you there through the traffic. T skips the rest of the way for a surcharge. Pull a gun and he runs; with the police after you nobody comes.
  • Boats: rent a jetski ($60) or a speedboat ($140) at the rental stand on the piers. They only go on open water, drift through the turns and coast for a long time, with a bow wave, a wake behind them, spray at speed, navigation lights at night and the buzz of the outboard. Get out at a pier and it goes back; get out at sea and you swim.
  • 12 car models, from the Brisa Mini to the Spectre RS supercar, one of them electric. All of them drive in traffic.
  • Car dealer with a showroom, salesman and catalogue. Bought cars keep their condition and tuning.
  • Damage you can see: body deformation, scratches, broken lights, a cracked windscreen, and separate health for engine, body, tank and four tyres.
  • Refuelling with nozzle, hose and pump display; jerry cans and repair kits at the kiosk.
  • Workshop: repairs piece by piece with a mechanic at the hood, and tuning with a live preview: engine, transmission, brakes, turbo, exhaust, tyres, nitro, armour, paint, neon, spoilers and vehicle weapons.
  • Car Service app: a valet delivers a stored car to you or drives it back to the garage; insurance for written-off cars.
  • Dashboard: speedometer, rev counter, gear, odometer, fuel, temperature, warning lights, tyre status, nitro and boost.
  • Driving: hotwiring, seatbelt, cruise control (X: on until you switch it off — brake to slow down, accelerate to raise it), a horn you hold down, indicators, high beams, drifting and drive-bys. Smash through street furniture.

Props and inventory

  • Drag-and-drop inventory (TAB) with a nine-slot hotbar for weapons and items alike; works with mouse and touch.
  • 40 placeable props: street and site gear, furniture, a bathroom, a jukebox, storage and safes, an alarm system and four production stations.
  • Placement ghost that shows whether it fits and why not. Rotate with R or the wheel.
  • Containers with slot and weight limits and a changeable four-digit code lock.
  • Production stations keep running on game time while you are away: packing table, chem lab, coke station, gun workbench.
  • Online, placed props belong to the world: they stay where they are while their owner is offline, and only the owner packs them up, cooks or changes codes.

Character

  • Character editor with two body types, 10 skin tones, five face shapes and 10 face sliders.
  • 11 hairstyles in 13 colours, seven eye colours, five beards and five make-up styles.
  • Name and date of birth; up to three characters per account online.
  • 33 outfits from suits and leather jackets to work clothes and disguises — some of them change how NPCs see you.
  • Portraits of you and your crew in the menus.

Life and RPG

  • Survival: hunger, thirst, energy, stamina, bleeding, drunkenness and painkillers.
  • Bladder and bowel: drinks fill the bladder (beer twice as fast), food the bowel. A full bladder stops you sprinting, hold it too long and you wet yourself. Press J or U anywhere: men stand and you see the stream, women squat. Behind a bush nobody sees it; on the pavement it is public indecency, and the cops arrest you for it. Toilets in flats and houses and public WCs in parks, on the beach, on squares and at stations let you sit down in peace. Puddles and steaming piles stay on the ground for every player, step in one and you leave brown footprints. Pee on someone and they scream, run and throw up. City Sanitation comes and cleans it all up.
  • Eat and drink at diners, bars, corner stores and vending machines. Sleep in your own bed to pass time.
  • XP and six skills with five levels each: Stealth, Marksman, Melee, Fitness, Disguise and Survival.
  • Shops: gun shop, black market, pharmacy, boutique, clinic and more — 26 shop types across the cities.
  • Phone (a current smartphone) with contracts, messages, maps, the organisation, the car service, real estate, the gang app, the taxi, work, the bank with your open fines and your ID card.
  • Work: go on duty as a taxi driver or a tow truck driver (phone › Work) and a company car waits round the corner. Players who call a cab come to you first and you keep 80 % of the meter; wrecks and cars left after a crash come to you first — drive there, hook it up, get paid.
  • ID card: your card with your portrait, name, date of birth and permits in the phone — show it to somebody standing next to you and it appears on their screen.
  • Tactical map (M) in a graphite dossier look: zoom, pan, waypoints, building names, turf and the harbour terminal.

Multiplayer

  • One shared city per world: the same simulation as the singleplayer game, run by the server for everybody.
  • Several cities at once, each in its own server thread, with travel between them by ferry and seaplane.
  • Roleplay chat: local, shout and whisper by range, /me and /do, local and global out-of-character, private messages.
  • Accounts with up to three characters; the world remembers where you were, what you own and who you are at war with.
  • A phone between players: every character gets a number (555-1234), keeps contacts and writes text messages that wait for somebody who is offline. Calls ring with a ringtone and a bar at the top of the screen — answer, decline, mute, hang up — and go across cities. The voice travels through the game’s own connection as a telephone-quality line; a call nobody answers becomes a missed call.
  • PvP with rules: fighting back is self-defence, attacking first gets you wanted, bouts in the ring are fair fights.
  • Everything persists: houses, furniture, codes, turf, gangs, guards on posts, broken windows and wrecks survive a server restart; the city services tidy up over time.
  • Smooth on the move: your character and your car react to your keys at once, and other players and cars are drawn smoothly between updates.
  • Status: the multiplayer server is in a closed test.

Look and sound

  • Lighting: lightmap with street lamps, windows, neon, headlights and muzzle flashes; shadows that stop at walls; lamp heads that show whether the bulb burns.
  • Post-processing: bloom, chromatic aberration on hits, colour grading, instinct desaturation and film grain, plus an optional Vice look.
  • Each city has its own light: warm golden hours in San Aurelio, grey smog in Ironhaven, turquoise water and endless sun on Isla Esmeralda.
  • Procedural 80s synthwave score: 12 tracks in three moods — calm night drives, tension when cops are near, darksynth in a firefight.
  • Real engine recordings crossfaded by rpm with a gearbox model, turbo whistle, blow-off valve and exhaust crackle.
  • Gunshots as a physical model: blast wave, microphone overload, street reflections and city reverb.
  • 3D sound: sirens with Doppler, footsteps by surface, rain, wind, crickets, gulls and club bass.
  • NPC voices through speech synthesis (optional).
  • A volume slider for every kind of sound: master, music, effects, engines, the city, weather, venues and the radio. The car radio no longer drowns out the police chatter.
§ 04

Controls

The essentials
Movement and actions
W A S DMove
ShiftSprint · hold breath while scoped
CCrouch
J / UPee / number two (at a toilet you sit down)
KLock / unlock your car (near it)
X (in the car)Cruise control on / off — stays on until you press X again
H (in the car, hold)Horn · 1–9 / 0 arm or holster for a drive-by
LMB / RMBAttack / aim, scope
RReload · rotate a prop
FTakedown · enter a car
EPick up, search, use · hold to drag a body
TDisguise, listen at doors, talk to your crew
SpaceHandbrake, drift
Menus and crew
Q (hold)Instinct
1–9 / 0 / HHotbar / fists / holster all
TABInventory
P / MPhone / map
VCrew attacks the target at the crosshair
N · aim + NCrew hold / follow · post a guard at the crosshair
BCrew stands down
X / KSurrender / pay bail
§ 05

FAQ

Short answers
What is KONTRAKT?

A top-down open-world crime RPG that runs in a web browser. You play a contract killer in a living city: take contracts on your phone, run heists, hire a crew, found a gang, buy property and cars, and travel between four cities.

Do I need to install anything?

No. KONTRAKT runs in any modern desktop browser. The whole game is HTML, CSS and JavaScript: no plugin, no download, no game engine.

Is there multiplayer?

Yes. An authoritative multiplayer server runs the same simulation as the singleplayer game for every player, with several cities at once and travel between them. Multiplayer is in a closed test.

Can I play my own music on the car radio?

On a server, yes: every folder of mp3s in the server's radio/ folder becomes a station by itself, with idents, a presenter and adverts in between. Everybody tuned in hears the same song at the same second, and the radios of passing cars are heard too.

Do I really have to go to the toilet?

Yes, a bit like in Postal. Drinks fill your bladder and food your bowel. Use a toilet at home or a public WC, find a bush, or do it on the pavement and risk an arrest for public indecency. City Sanitation cleans up after you.

Is there an anti-cheat?

Yes. The server runs the whole simulation, so a client cannot move through walls or give itself money in the first place. On top of that the server watches for aimbots, macros, input floods and money that grows too fast, and builds a suspicion score per player. A high score flags the player for an admin; nobody is banned automatically.

Which languages does it support?

English and German. English is the default; German can be selected in the settings.

How is it built?

Plain JavaScript with Canvas 2D, WebGL2 post-processing and WebAudio in the browser, and Node.js on the server with its own WebSocket server and its own MariaDB driver — no npm packages, no build step. The technical details go deeper.

Take the contract

The singleplayer game runs in any modern desktop browser. Multiplayer is in a closed test on our own server.

Play singleplayer