Essex Endz is a 30-day turn-based trading game. Each turn you travel to a new location, buy what's cheap, sell what's valuable, and move on. Simple enough. The catch: Big Dean lent you money before the game started and charges interest every single time you travel. Miss it, and the debt grows beyond what any trade can fix.
The game ends when Day 30 runs out, you die (HP reaches 0), or — on Hard mode — you get arrested three times and Wayne collects you personally. Your final score is Cash + Bank − Debt. Positive means you survived. Big means you thrived.
Six archetypes, each with real mechanical differences. First run? Try The WAG — extra starting cash and muggers less likely to try it means you can learn the market without dying immediately.
Easy gives you 80 pockets and 10% debt per travel. Start here. Medium is the real game — 65 pockets, 12% debt, and you lose gear even on a clean police escape. Hard is 50 pockets, 14% debt, and three arrests means Wayne shows up.
The Travel tab shows THIS RUN'S MANOR — the 6 random locations drawn for your run alongside the 4 fixed ones. This matters. Tilbury means cheap imports. Epping means rave nights. Leigh-on-Sea means premium Zaza prices. Plan accordingly.
The pink bar below the location name shows live market events — price crashes (📉) and spikes (📈). Read it before touching anything. A 📉 on Charlie is a buy signal. A 📈 means sell everything you're holding in that substance immediately.
Fill your pockets with dumped-price gear. Travel to a location where it's in demand. Sell at profit. Use the Stash P&L panel on the right to track exactly what you paid vs what it's worth now.
Big Dean's pawn shop is only in Chelmsford. Every day you don't pay, that debt grows. The NatWest bank is also here — deposit surplus cash so muggers and the police can't touch it.
| Substance | Price Range | Crash | Spike | Key Events | Risk Profile |
|---|---|---|---|---|---|
| 🤍 Charlie | £40–£100 | 1 in 14 | 1 in 28 | Basildon Firm corners supply; customs seizures flood market | High value. Highest base price — premium carry. |
| 💜 Mandy | £25–£70 | 1 in 12 | 1 in 18 | WAGs filming; festival season; Dutch lorry in Harwich; Epping raves | Most event-sensitive drug in the game. |
| 🐴 Ket | £15–£45 | 1 in 10 | 1 in 22 | Farm robberies Billericay; A127 lorry hijack; Colchester students | Leigh-on-Sea premium. Student discount on buying. |
| 🌿 Zaza | £15–£50 | 1 in 10 | 1 in 18 | Grower nicked; influencer TikTok; Amsterdam shipment; Leigh premium | Core Tilbury → Leigh route. Always useful. |
| 💊 Pingers | £5–£22 | 1 in 10 | 1 in 18 | Fabric reunion; Epping rave; someone's fella off WAGs boxing night | Low unit price — buy in bulk. Rave spikes are violent. |
| 🌶️ Spice | £3–£14 | 1 in 8 | 1 in 15 | Rotterdam lorry missed by customs; police crackdown | Lowest prestige, lowest margins. Last resort carry. |
At the start of each run, 4 drugs are drawn at random from the 12-strong pool below. The Day 1 event log tells you which ones are on the manor. Pool draws are seeded — daily runs always share the same 4.
| Substance | Price Range | Crash | Spike | Essex Source |
|---|---|---|---|---|
| ⚡ Wizz | £8–£28 | 1 in 12 | 1 in 20 | Lithuanian crew through Harlow |
| 🎈 Balloons | £2–£10 | 1 in 8 | 1 in 14 | Southend catering vans; festival surplus |
| 🪨 Crack | £10–£40 | 1 in 16 | 1 in 28 | Romford Massive offloading |
| 💙 Xans | £4–£25 | 1 in 10 | 1 in 18 | Dark web parcels; Chelmsford pharmacy |
| 🍄 Shrooms | £12–£38 | 1 in 10 | 1 in 16 | Liberty caps from Essex fields, very seasonal |
| 💎 MD Crystal | £55–£145 | 1 in 16 | 1 in 22 | Dutch lab clearance through Harwich |
| 🩵 Valium | £4–£14 | 1 in 8 | 1 in 15 | Chelmsford pharmacy delivery gone missing |
| 🥤 Lean | £8–£28 | 1 in 9 | 1 in 14 | American imports through Stansted; Romford market |
| 🫧 Nos | £3–£10 | 1 in 7 | 1 in 12 | Southend seafront catering; festival season |
| 🏃 Speed | £6–£20 | 1 in 11 | 1 in 18 | Night shift surplus; Lithuanian crew Harlow |
| 🔵 Baltic Blue | £3–£12 | 1 in 8 | 1 in 13 | Off the timber ship from Riga; Wallasea early offload |
| 🩷 Dutch Pink | £45–£120 | 1 in 14 | 1 in 20 | Benfleet boat; Rotterdam crew offloading |
Every time you travel, the market is regenerated. Each drug has two independent rolls:
Crash roll: price drops to 15–30% of its normal range. The ticker shows 📉. Buy everything you can carry — these are the core trade opportunities.
Spike roll: price rises to 350–550% of normal. The ticker shows 📈. If you're holding that substance, sell immediately before you travel.
Tilbury: Imports flood in through the port. Prices crash more often and more dramatically here than anywhere else on the map. Best buying location in the game if you can handle the danger.
Grays: Lorry park connections on the A13 mean cheap gear surfaces regularly. Not as volatile as Tilbury but meaningfully cheaper than average.
Epping Forest: When a rave fires — and they fire often — Mandy, Pingers and Ket spike hard. Best selling destination for those three on a rave night. You'll know one's on from the ticker.
Leigh-on-Sea: Zaza and Ket sell at a premium here. The DFL crowd pay artisan rates regardless of what the market says elsewhere.
Canewdon: Strange things happen here more than anywhere in Essex. Locals won't tell you why. Don't ask.
Every drug you're carrying shows three things: what you paid (average cost basis, updated with weighted average when you buy more), what it's selling for now at your current location, and your current profit or loss in both pounds and percentage.
The left border is your instant signal: green means you're in profit at this location, red means you'd sell at a loss. The mini price bar shows where the current price sits within that drug's full possible range — green bar = near the ceiling, red bar = near the floor.
If you buy the same drug across multiple locations at different prices, the game tracks a weighted average cost basis. For example: buy 20× Mandy at £30 in Tilbury, then buy another 10× at £45 in Romford. Your basis becomes £35/unit — not £30, not £45.
This matters when deciding whether to sell. The P&L shows your actual profit based on what you actually paid across all purchases.
If a drug shows "Not sold here" in the stash panel, it means that substance isn't in today's market at your current location. Your cost basis is still tracked — just travel somewhere that trades in it. The price bar goes dim to indicate the current price can't be assessed.
The game has procedural audio — buy tones, sell arpeggios, police alarms, a Big Dean buzz, and a low pulse that kicks in after Day 25. It's off by default. Hit the 🔇 / 🔊 button in the stat bar at the top of the screen to toggle it on. No external files — all synthesised in the browser.
Hit 📅 DAILY RUN on the title screen to enter the daily run. Every player on the same calendar day gets an identical run — same pool locations, same drug draw, same random event sequence. This makes the global leaderboard a genuine skill comparison rather than a luck comparison.
Daily runs are locked to Easy difficulty. Any archetype. Your score goes on the daily leaderboard, visible at the end screen alongside the all-time board.
The Travel tab shows your active manor at the top of the location grid — the 6 random locations drawn for this run. Getting Tilbury and Epping on the same run is a major advantage. Getting Harlow without Leigh or Colchester to sell into is rough. Plan your routing at the start.
| Location | Danger | Services | Notes |
|---|---|---|---|
| 🎡 Southend-on-Sea | 0.09 (home × 0.7) | 🍦 Rossi's Ice Cream (£25 heal · Builder £15) · 🎰 Kursaal Slots (£50 gamble, 35% win 2/1) · ⛪ The Peculiar People (£15, 65% faith heal) | Home turf — police 30% less likely. Rossi's is the cheapest guaranteed heal. Kursaal Slots is a pure gamble — 35% win at 2/1, one go per visit. The Peculiar People is the cheapest option at £15 but only works 65% of the time. |
| 🏛️ Chelmsford | 0.08 | 🏦 Bank · 🦈 Big Dean · 🍺 The Alma Inn (£30 heal) · 🗣️ Tip Network (£50, 5 guaranteed tips) | Only place to bank cash and pay Big Dean. Come here every 3–4 days minimum. The Tip Network (£50) guarantees a market tip on your next 5 quiet travels — counter only burns when a tip fires, so police days don't waste it. Stackable. On Hard, there's a 15% chance per run of encountering Matthew Hopkins — see Ch08. |
| 🔪 Basildon | 0.22 | 🔫 Kev's Hardware (weapons) · 🍺 The Moon on the Square (£30 heal) | Only weapons source. High danger — don't carry your full stash unless armed. |
| 💅 Brentwood | 0.07 | 🍺 Sugar Hut (£35 heal) · 📺 Table Talk intel (£50 — reveals real spike events) | Lowest danger in the game. WAGs filming spikes Mandy. Influencer archetype gets 25% off all prices here. Table Talk is the cheapest reliable intel service. |
| Location | Danger | Services | Special / Strategy |
|---|---|---|---|
| 🍺 Romford | 0.18 | The Ram (£30) · 🐕 Greyhound Dogs (£40 gamble, 32% win at 3/1) | High energy, volatile prices. Good selling location on event days. Greyhound Dogs is the best gambling return in the game if you're lucky. |
| 🏚️ Harlow | 0.28 | The Burnett Arms (£20 heal — cheapest pub in Essex) | Highest danger. Cheapest base prices. Go armed if going heavy. |
| 🛍️ Lakeside | 0.09 | Lakeside Nando's (£30 heal) | Shopping centre crowd = perfect cover. Black Friday lucky event. Safe to carry full load. |
| 🎓 Colchester | 0.11 | The Hospital Arms (£30 heal) | Freshers week event (+£200–600). Ket and Zaza move well here. Roman wall escape route is unique. |
| 🚛 Grays | 0.19 | The Theobald Arms (£30 heal) | A13 lorry park connections — cheaper than average. Some escape routes through marshes. |
| ⚓ Tilbury | 0.23 | The Dockers Club (£25 heal) · 🚢 Port Fence (cheap buy off a Rotterdam boat, once/day) | Cheapest buying location. Port Fence gives you one off-market deal per visit. High danger — use the Dockers Club to top up HP before you travel out. |
| 🏪 Pitsea | 0.17 | The Wat Tyler (£30 heal) · 🛒 Pitsea Market (dodgy deal, once/visit) | Pitsea Market offers a one-off back-of-Transit deal each visit. Don't skip it. |
| 🌲 Epping Forest | 0.15 | The Cock Inn (£25 heal) · 🍄 Forest Forage (£20, 50/50 heal or −25 HP) | Rave nights spike Mandy, Pingers and Ket hard. Forest Forage is a gamble — great if you're lucky, painful if not. |
| 🦪 Leigh-on-Sea | 0.05 | The Peterboat (£30 heal) · 🔮 Cunning Murrell's Mirror (£55 — reveals ALL spikes) · 🐟 Old Sea Dog (£45 — best sell for your stash) | Safest pool location. Zaza and Ket premium. Murrell's Mirror is the best intelligence service in the game — reveals every current spike on the map. |
| 🏝️ Canvey Island | 0.14 | The Lobster Smack (£25 heal) | Sea wall escapes involve the marshes. Steady trading location — no special services, but low cost healing. |
| 🌾 Rettendon | 0.19 | The Bell Inn (£30 heal) · 🌑 Dark Road (£45, reduces police danger for 2 turns) | All three escape routes are marsh routes. If caught here you will lose gear no matter what. Don't carry your full stash unless you can afford the bribe. |
| 🌙 Canewdon | 0.11 | Witch of Canewdon (£25 heal) · 🧙 The Cunning Man (£75, police reduction ×3, once/run) · ⚡ Old George Pickingill (£30, 80% police reduction / 20% Imps backfire −20 HP) | Lucky events fire 24% of the time here vs 14% elsewhere. The Cunning Man is the strongest police suppression in the game — once per run. Pickingill is a gamble: usually brilliant, occasionally painful. |
Monte Carlo analysis (50,000 runs, smart player model) shows Easy produces positive net worth ~60% of the time for skilled players, Medium ~56%, and Hard ~42%. The median Hard run ends at around −£133,000 net worth — the debt compounds faster than most trade cycles can keep up with.
On Easy, pocket size barely constrains earnings — cash is the early bottleneck. On Hard, pocket size is critical because you can't build enough cash quickly enough without the carry capacity to take large positions against the compounding debt.
A 🚨 warrant counter appears in the stat bar on Hard mode. Every arrest — whether you fought back, surrendered, failed to bribe, or got caught running — adds one warrant. At three warrants, Big Dean sends Wayne and it's game over regardless of time remaining.
On Hard, this means you have three strikes total for the entire run. Travel empty if you must. Bribe generously. Don't go to Harlow or Basildon with a full stash unless you have a machete and a plan.
On Easy, debt grows by 10% every time you travel. On Medium 12%. On Hard 14%. This is compounding — the interest is added to the total, so next turn the interest is calculated on a larger number.
The Cabbie's rate is 3 percentage points lower than their difficulty's rate (minimum 1.0). So Easy Cabbie: 7% per travel vs standard 10%. Hard Cabbie: 11% per travel vs standard 14%. The debt still bites — it just bites a bit slower.
As your debt crosses certain thresholds, Big Dean sends increasingly unhinged messages from the bottom-right corner. These aren't just flavour — they tell you exactly how bad your situation is.
| Debt Threshold | Message | Translation |
|---|---|---|
| £2,200 | "aye bruv no rush just sort it when u can yeah 🤙" | You're fine. Keep trading. |
| £3,800 | "oi u gonna sort me out or wat. been waiting ages mate" | Time to think about paying. |
| £6,500 | "bro im not playin no more. get me my p's or Wayne comes round 🔴" | Seriously, pay something now. |
| £11,000 | "LAST WARNING. Wayne is getting in the car." | You are in real trouble. |
| £20,000 | "WAYNE IS OUTSIDE UR MUM'S 🔴🔴🔴 SORT IT OUT NOW" | At this point, can you even pay this off? |
Big Dean's pawn shop is only in Chelmsford. You can pay partial amounts — there's no reason to pay it all at once unless you have it. A partial payment reduces the compounding base, which saves money in the long run even if it doesn't clear the debt.
The PAY ALL button in services pays everything you can afford in one click. Use it when you want to clear it fast without typing an amount.
Also in Chelmsford: the NatWest bank. Deposited cash cannot be stolen by muggers, seized by police, or lost in any event. This is critical if you're carrying a lot of cash but not ready to pay the debt yet — bank it, protect it, withdraw when needed.
Also at Chelmsford: a contact who works the markets across Essex. Pay him £50 and he'll pass on cheap gear intel for your next 5 quiet travels — each quiet day guarantees a market tip instead of the usual 18% chance. The counter only burns when a tip actually fires, so police encounters and muggings don't waste your subscription.
Pay him again and he'll top it up. It stacks. On runs where you're making multiple Chelmsford stops, the Tip Network consistently outperforms Table Talk intel (£50 for 5 tips vs £50 for one location scan).
| Officer | Location Danger | Notes |
|---|---|---|
| 🚔 PC Darren | < 0.15 | Young but keen. All four options available. Bribe costs standard. |
| 🚔 Det. Sgt. Wallace | 0.15–0.21 | CID. "We've been watching for weeks." More expensive to bribe. |
| 🚔 Armed Response Unit | ≥ 0.22 | Basildon and Tilbury. Proper serious. All options still work but at worst odds. |
| Choice | Easy | Medium | Hard | Notes |
|---|---|---|---|---|
| 🏃 Leg It | 55% success | 42% | 30% | Geezer escapes more reliably. On success: may lose some gear in marsh terrain. On failure: lose all gear, lose cash, Hard adds a warrant. |
| ⚔️ Stand Your Ground | power ÷ 12 | power ÷ 12 | power ÷ 12 | Requires a weapon. Knife: 17%, Bat: 42%, Machete: 67%, Machete+Geezer: 83%. On failure: lose everything, add warrant. |
| 💷 Bung Him | £60–£260 | Costs more | Costs a lot more | If you can afford it: sorted, no warrant, no gear lost. If you can't: they take the lot, add warrant. |
| 🙏 Surrender | Lose all gear | Lose all gear | Lose all gear | Cash untouched. On Hard adds a warrant. Use only when empty or when all other options look worse. |
After every police encounter — whatever you chose — a result screen shows you exactly what happened before the game continues: gear lost, cash taken, HP damage, and whether a warrant was added. You have to acknowledge the result before playing on. No more wondering what you just lost in the confusion.
Every location has its own escape routes. Some are clean — you get away, maybe lose a bit of gear from running. Others go through marshland, sea walls or open countryside — and there you will lose gear regardless of how well you ran.
On Hard difficulty, visiting Chelmsford carries a 15% chance per run of encountering the Witchfinder General himself — Matthew Hopkins, operating out of 1645 and somehow still at it. He adds a warrant to your record without a standard police encounter. No escape routes. No bribe. No fight. Just a warrant and a very bad day.
This only fires once per run. If you get him early, the rest of your Chelmsford visits are safe. Hard players with two warrants already should be especially nervous about their first Chelmsford stop.
| Weapon | Price | Fight Power | Pockets Used | Fight Success |
|---|---|---|---|---|
| 🔪 Stanley Knife | £80 (Geezer: £56) | 2 | 0 | 17% |
| 🏏 Baseball Bat | £180 (Geezer: £126) | 5 | 3 | 42% |
| ⚔️ Machete | £380 (Geezer: £266) | 8 | 3 | 67% (Geezer: 83%) |
The highest-value play in Essex Endz is the Tilbury → Leigh-on-Sea route with Zaza or Ket. Tilbury's port floods prices — on a crash, these drugs drop to a fraction of their normal value. Leigh-on-Sea's gentrifier crowd pays a premium on both. Buy at Tilbury's crash prices, sell at Leigh's premium — the margin on a single round trip can be extraordinary.
Without Tilbury or Leigh active on your run, the second-best consistent route is buying anything during a crash event and selling it into a spike event, which happens independently per location per travel. Keep moving between locations until you see the sell-side spike you need.
The simulation shows most players never fully clear Big Dean — and that's fine. The goal is net worth, not zero debt. It's often more profitable to use that cash on a large trade than to pay off the debt, as long as the debt doesn't compound into the £10,000+ range.
The optimal pattern: keep debt below £4,000, make partial payments every 3–4 days in Chelmsford, bank all surplus cash, and only clear the debt fully once you've built enough capital that it doesn't meaningfully constrain future trade.
Buying decisions should be made with a mental note of where you're going next. Before you buy:
Holding Zaza or Ket? Route through Leigh-on-Sea — they sell at a premium there.
Holding Mandy, Pingers or Ket? Check if Epping is active — rave nights pay 2.5–4× on all three.
Holding anything? Romford on K-Boxing nights pays big on rave drugs.
Low cash but good intel? Visit Pitsea Market — one cheap offer per day from the back of a Transit.
Your pocket limit is the hardest constraint in the game. On Hard with 50 pockets (minus 3 for a weapon = 47 usable), every purchase decision is a trade-off. Prioritise high-value-per-unit drugs (Charlie, Crack) when pockets are limited rather than bulk-buying low-value substances (Balloons, Spice).
Extra pockets can come from lucky events (bigger coat, 8–22 pockets for £10), the LAKESIDE cheat (+50), or buying the Transit Van upgrade in Basildon (£800, +40 pockets but police +20%).
Bank whenever your cash significantly exceeds what you need for your next planned purchase. Keep enough to fill your pockets with whatever you're planning to buy, plus a small buffer for events. Bank everything above that. A mugging or bad luck event can wipe unbanked cash — the bank cannot be touched by anything.
HP doesn't regenerate automatically. You need a pub (£30, all locations with pub:true) or Rossi's in Southend (£25, Builder: £15). Police fights and muggings chip away at HP fast — if you're below 50 and going into Harlow or Basildon, heal first. Dead means game over regardless of how much cash you have.
The sidebar event log is the most underread part of the game. It shows tips (intel on cheap gear elsewhere), celebrity events, bad luck outcomes, and police tier. After a quiet run, check the log — if every entry says "All quiet" with no tips either, that's a sign to move locations and shake up the market.
Available only in Pitsea, once per visit. A named market trader (Tel, Daz, Kev, Gaz, or Tommo) offers a random available drug at 35–55% of market price from the back of his Transit. This is separate from the main market — it can produce extraordinary value if the drug offered happens to be one you're planning to buy anyway.
Every travel has a chance of a bad luck event firing alongside or instead of a lucky one. There are 15 in the pool. Most are straightforward — mugging, police tip-off, speed camera, bookies loss. Two are Essex folklore and fire under specific conditions:
🌾 The Ague: Marsh malaria. Costs −22 HP anywhere; −40 HP if you're at a marsh location (Tilbury, Canvey, Rettendon, Canewdon). If you're low on HP and deep in the marshes, the Ague can kill you. Heal before you go east.
🐕 Black Shuck: The demon dog of East Anglia. In rural locations (Rettendon, Canewdon, Epping, Leigh, Canvey): −20 HP and your heat goes up. In urban locations: −10 HP only. Keep your HP topped up if you're in the countryside.
| Service | Location | Cost | When to Use |
|---|---|---|---|
| 🏦 NatWest | Chelmsford | Free | Every visit — bank surplus cash immediately |
| 🦈 Big Dean | Chelmsford | Whatever you owe | Partial payments every 3–4 days, full clear when able |
| 🗣️ Tip Network | Chelmsford | £50 | First Chelmsford visit — 5 guaranteed tips, stacks, only burns on quiet turns |
| 🍦 Rossi's | Southend | £25 (Builder £15) | Cheapest guaranteed heal — use whenever HP below 60 and at home |
| ⛪ Peculiar People | Southend | £15 | Cheapest option but 35% chance of nothing — gamble when cash is tight |
| 🎰 Kursaal Slots | Southend | £50 | 35% win at 2/1 — one go per visit, pure punt |
| 🍺 Pub (various) | Most locations | £20–£35 | HP below 60 — Harlow cheapest (£20 everyone), Sugar Hut most expensive (£35) |
| 🔫 Kev's Hardware | Basildon | £80–£380 | Before first visit to Harlow or Tilbury on Medium/Hard |
| 🏪 Pitsea Market | Pitsea | Variable | Every visit — one cheap deal per day, never skip it |
| 🚢 Port Fence | Tilbury | Variable | Once per day — off-market deal off a Rotterdam boat, often very cheap |
| 📺 Table Talk | Brentwood | £50 | Reveals all current spikes across active locations — cheaper intel than Murrell but location-specific |
| 🐕 Greyhound Dogs | Romford | £40 | 32% win at 3/1 — best gambling return if it lands, once per visit |
| 🍄 Forest Forage | Epping | £20 | 50/50 full heal or −25 HP — only gamble it when you have HP to spare |
| 🪞 Cunning Murrell's Mirror | Leigh-on-Sea | £55 | Best intel — reveals every current spike on the entire map |
| 🐟 Old Sea Dog | Leigh-on-Sea | £45 | Finds the best location to sell your current stash — essential before a big sell run |
| 🌑 Dark Road | Rettendon | £45 | Police danger ×0.6 for 2 turns — worth it before travelling into a dangerous area |
| 🔮 Cunning Man | Canewdon | £75 | Strongest police suppression in game — once per run, save it for when you're loaded |
| 💀 Old George Pickingill | Canewdon | £30 | 80% police reduction for 2 turns — cheaper than Cunning Man but 20% chance of −20 HP backfire |
| 🫰 Bent Copper | One random location per run | £400 | Discover it by checking Services — police danger ×0.25 at that location for the rest of the run |
| ANALYTICS SERVICES — SERVICES TAB, ALL LOCATIONS | |||
| 📊 Tony's Pricing Intel | All locations | £50 + 1% liquid · Heat +10 | Full drug×location sell-price heatmap. One read per run. Buy early when liquid is low. |
| 📞 Phone the Maths | All locations | £60 + 8% liquid · Heat +15 | Top 3 buys given current cash and pockets. 3 calls per run, 4-day cooldown. |
| 🔮 Rest-of-Run Forecast | All locations | Free | 200-run MC simulation from current state. p10/p50/p90 NW. Re-run freely. |
On about two thirds of runs, a rival called Tyler from Romford is working the same patch as you. Big Dean will mention him on Day 2 or 3. Tyler doesn't appear in the travel panel — his influence shows up in the event log and via WhatsApp messages.
Tyler events fire on roughly one in ten quiet travels. Over a full run, expect two or three encounters. What he can do:
| Event | Effect |
|---|---|
| 📈 Price spike | Tyler bought out supply at your current location — one drug goes up, market updates immediately |
| 📉 Price crash | Tyler got nicked, his stash is floating — one drug crashes at your current location |
| 💡 Intel tip | Tyler tips you off about cheap gear at another location. Annoying of him, being helpful. |
| 📱 Taunt | Pure flavour — Tyler's on your manor and making himself known. No mechanical effect. |
| ⚠️ Warning | Tyler sends word the area is hot — useful heads-up, no direct effect |
| 💳 Debt bump | Tyler's had a word with Big Dean. Debt goes up 2%. Rare — happens about once every five runs. |
| 🤝 The Deal | Tyler's having a mare and offers you a drug at half price. Once per run. Take it. |
Somewhere on the manor, one location per run has an off-duty officer propping up the bar who's very relaxed about what you're carrying. You won't know which location until you open Services there and see the 🫰 Bent Copper option.
Paying him £400 drops the local police danger to a quarter of normal for the rest of the run at that location only. On Hard, where police chance at Harlow is around 38%, this reduces it to under 10%. At Tilbury or Basildon — both dangerous and worth repeated visits — the value compounds every time you return.
The following four services appear in the SERVICES tab at every location. They're separate from location-specific services.
Tony's been watching the manor all day. Pay him and he hands over a full drug × location sell-price heatmap — every active drug, every active location, colour-coded green/amber/red for high/mid/low prices. One read per run.
The cost scales with your liquid (cash + bank), so buying early is cheap. Wait until Day 15 with £20,000 in the bank and you're paying £250.
Tony runs your current cash and pockets through an optimisation and comes back with the top 3 buys: drug, quantity, expected profit. He's working on today's prices only — not a crystal ball, but fast and specific.
Three calls per run with a four-day cooldown between each. Cost scales hard with liquid — early calls are cheap, late calls with a full bank are expensive.
Runs 200 simulated futures from your exact current state — same cash, same debt, same pockets — and returns p10/p50/p90 final net worth estimates. Runs in under 10ms. No heat cost. Re-run as often as you like.
p10 is the bear case. p90 is the upside. The gap between them tells you how much variance is left in the run.
A logistic regression model trained on 874,000 simulated snapshots, live in the stat bar from Day 2 onwards. Shows the probability of finishing in the top quartile for your difficulty. Updated every travel.
Win probability drops sharply when debt compounds faster than cash builds. If it's falling every turn and you're not making trades, act now — bank, pay Dean, or take a large position.
Three panels appear after every completed run. On mobile, rotate to landscape for the full view.
A clean record of your run: biggest single flip, top earner drug and margin, most-visited location, police encounters, miles covered, Dean payments, peak heat, lowest HP reached, most cash held. No spin — just what happened.
The game runs a perfect-foresight solver on every price it logged during your run and asks: what was the optimal play with complete price knowledge? Shows optimal net worth, your actual finish, efficiency %, and the top 3 missed price windows.
Above 80% efficiency means you played a near-optimal route given the prices available. Below 50% usually means a wrong hold or a missed sell window.
Two percentiles benchmarked against real player data from the last 30 days on your difficulty. Skill percentile is where your net worth sits in the distribution. Luck factor measures spike events caught vs the median player, with a verdict ("Outplayed the dice" / "Carried" / "Worth another go").
Only shows on standard non-cheated runs once enough comparison data exists — may be sparse on the first run after a new version ships.
A live map of the Essex manor showing which locations get visited most, average net worth by location, and heat levels across the player base. Updates as run data accumulates. Filterable by difficulty.
The global leaderboard shows the top 10 scores from all players who've connected through the game at essex-endz.com. It loads on the end screen after every run (no cheats), and shows name, archetype, difficulty and when the score was posted.
Your own entry is highlighted in pink. To compete for the top of the board, Hard mode is almost mandatory above £10,000 — not because of a multiplier, but because Hard's constraints mean a £10,000 Hard finish represents genuinely better play than a £10,000 Easy finish.
Your top 8 personal scores are saved in the browser (localStorage). Each entry shows difficulty and archetype so you can compare your best Hard run against your best Easy run.