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Housing

This page is basically the city’s real estate office run by crooks. It’s where you buy (or get blocked from buying) your home in this city and see what each property actually gives you in terms of safety, storage and toys.

 

When you open the page, the game first checks whether you already own a place in this city.
If you don’t own anything in this city yet, you see a short flavour intro about owning your piece of the American dream, no bank checks, very Pentito. Underneath that, you get a grid of properties you can buy in this city. Each house card shows a list of details that might do it for you. 

At the bottom of each card there’s a purchase form. The button text and state depends on your wallet: If you can afford the house, you see a “Purchase Property” button you can click.
If you don’t have enough money, the button changes to “Not enough money”, gets greyed out and disabled.

If you do own a property already, you don’t get a shopping window. You get an overview of owned housing. From there you manage or view your current place. In other words: one accommodation per city, no house-hoarding in the same town.

Some other tabs appear as well: 

Storage

This page is your personal stash room. Once you own a property in the city, this tab shows everything you’ve stored at home and everything you’re carrying. You can swap weapons, drop gear in the safe, and manage your bullets and cash without stepping outside.

At the top you see what you’ve currently equipped: handgun, machine gun and vest, each shown with their condition. One click lets you leave them at home to clear your loadout. Below that is your weapon storage. Every gun or vest you’ve stashed is listed with a simple option to equip or swap it.

Next is the vault. This is where you hide your cash. You’ll see its total capacity, your upgrade level and how much room is left. You can deposit or withdraw any amount within the limits. Ammo storage works exactly the same, just for bullets: capacity, upgrade level, free space, and the same deposit and withdraw actions.

Items

This tab is your little stash closet inside the house. Not for guns, not for cash, just for loose items like gear, trinkets or tools you don’t want to carry around all day.

At the top the game checks if you even own a place in this city. No accommodation? You just get a short nudge and a button to go browse properties. Once you do own a house here, the real fun starts.

You see a section called Item Storage. First you get an overview of what’s already stored at home: each item with its name, condition and a button to retrieve it back into your inventory. Under that you see “Your Items”: everything you’re currently carrying that can be stored. You pick one from the dropdown and, if there’s space, you send it to storage with the button. If storage is full or you’re trying to store gear that’s still equipped, the page tells you what’s wrong in a short warning line.

Garage

This page is basically your private parking deck for the family business.
At the top it first checks if you even own an accommodation in this city. If not, you just get a short note and a button to go buy a place. Once you do have a house with a garage, this screen becomes your control room for all car logistics.

You see your accommodation garage capacity, how many slots you use and if there are cars temporarily reserved while you’re away. Below that you manage services for this garage: things like valet-style transport from other cities. Each service shows what it does, what it costs per day and whether it’s active. If you don’t have a private garage here, you’ll see that services cannot be activated.

If the valet service is active and you have a garage, you can set one car for automatic transfer (the game will try to keep that car with you when you move around) and you can manually request cars from your other accommodations, as long as they are off cooldown. Then you have two move blocks: move a car from the city garage into this accommodation, or move a car from this accommodation back into the city garage. At the bottom you see all parked vehicles with picture, damage, seats, top speed, and if possible a repair button with the exact price or a message that the car needs the scrapyard.

Safehouse

The safehouse upgrade determines how long you can stay hidden once you go underground. Each level increases the maximum time you can remain inside before you’re forced back onto the streets. Higher levels don’t make you stronger, they make you harder to reach.

While you’re inside the safehouse, other players can’t target you, track you, or interact with you in any hostile way. Scumbags can’t find you, hit you, rob you, or drag you into anything. For that duration, you simply don’t exist to them. When the timer runs out, you return to normal play and a cooldown starts before the safehouse can be used again.

Upgrading doesn’t remove the cooldown and it doesn’t make the safehouse permanent. It strictly extends how long you can disappear in one go. Leaving early shortens your protection time but increases the cooldown, so ducking out too soon has a price.

In short: upgrades buy you more time off the radar, not invincibility.