Coming Soon · Epic Games Store

CREEK211

"In Creek211, getting caught is the ONLY sin."

A neon-soaked crime city that never sleeps and never runs out of room — when one city fills, another lights up. Run your hustle, dodge the heat, and play every side of the law: cop, dealer, doctor, driver. The streets keep score. The city always collects.

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--Min
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211 — radio code for robbery in progress. You've been warned.

Welcome to the Creek

A living city that never stops hustling.

Creek211 is a persistent online crime sandbox with a full day/night economy. Goods don't just appear — drivers truck them in, players buy them up, and cops haul the day's takings to City Hall while robbers wait in the dark. Every player is writing their own story, and the only rule the city enforces is the one in the name: don't get caught.

  • Play to win — never pay to win. No buy-in, no investment, ever
  • Cities that scale — one fills up, another lights up
  • A living, player-run economy — supply, shortages and prices that move
  • Class & skill progression — level up your hustle for real perks
  • Persistent progress — cash, rep, warrants and all
Creek211 — police bike chase at sunset

What you'll do in the Creek

Pick a side. Run your hustle.

Heat & Wanted

Five escalating heat levels — from clean civilian to lethal-force fugitive. Tickets, jail time, bail, probation and warrants all stack up. Lay low, or run.

Drive & Chase

Arcade-handling cars — sedans, SUVs, sports cars and trucks — for street races, getaways and full-blown police pursuits across the city.

A City That Breathes

Prices float with supply. Stores run dry, shelves refill from delivery runs, and a single robbery sends prices spiking across the whole map. Cash-in-hand vs. bank, ATMs, black-market deals — every dollar moves through a real economy.

Level Up Your Life

Pick a class, master a skill — Driver, Dealer, Doctor, Officer and more. Earn XP for every job and unlock perks: deeper discounts, bigger payouts, a tougher hide. Switch sides and your progress stays put.

Wreck the Streets

Lampposts, signs and traffic lights go down when you plough through them. The city takes a beating and patches itself back up — drive like you mean it.

Bounties & Hits

Put a price on a rival's head. Place a hit, and the city's killers come calling — the bounty auto-pays to whoever pulls the trigger first.

Fish, Deal, Survive

Twenty fish species with rarity pricing and permits. Sell your catch, or slap a rival with a diseased fish and watch their health drain until they find a cure.

Down, Not Out

Drop to zero and you're not dead yet — a medic with a defibrillator has 30 seconds to revive you for a reward. Doctors, dealers and drivers all matter.

Under the hood

Real systems. Already built.

None of this is a mock-up. Every system below is implemented and running on Creek211's dedicated servers today — persistent progress that follows you from city to city, and an economy that keeps moving whether you're online or not.

0Skills to master
0Gun arsenal
0Fish species
0Listed companies

A closed money loop you can bleed

The treasury funds the day's supply. Drivers truck it to the shops. Players buy it, cash lands in each store's register, and cops convoy the takings back to City Hall. Robbing the convoy is the only true leak — and robbing one 24/7 sends a price shock through every store of that type on the map.

Treasury-funded daily supply Per-store stock & prices Market shocks stack & decay Convoy heists
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Four companies. One market. Your money.

Every shop type in the Creek is a listed company — MART, AMMU, AUTO and MEDI. What the city buys moves the charts: a booming weapons trade sends AMMU up, a dead sector slides. Invest well and it rebounds — a heavily-capitalized company makes its goods cheaper across the whole map. Dividends land straight in your bank.

Shop sales move share prices Big market cap = cheaper goods Dividends paid to your bank City lotto — pot rolls over
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Five levels between you and a cell

Heat climbs with every crime — petty fines at level 1, warrants and bail at 4, lethal force at 5. Cops ticket, arrest and jail you; bail, probation and warrants are all real and all persistent. Heat cools over time, but a warrant doesn't forget, and neither does the city.

Tickets $150 – $650 Jail time & bail Probation with refunds Warrants that persist
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From bare fists to an AK-47

Nine guns — Pistol, Revolver, Tec-9, Tec-7, Sawn-Off, MP5, Shotgun, M4 and AK-47 — plus your fists, each with its own feel, ammo type and hold. Guns are economy items: buy them at the weapon shop, watch prices float with supply, and don't forget the armor vest.

Per-weapon ammo Scroll-wheel loadout Bullet tracers Melee when you're broke
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Twenty fish, a bounty board and a dirty trick

Fish twenty species with rarity-based pricing — permits optional, but fishing without one near a cop raises your heat. Sell your catch, or slap a rival with a diseased fish and watch their health drain until they find penicillin. Put a price on someone's head with a hit — the bounty auto-pays whoever pulls the trigger.

20 species, 5 rarities Disease that spreads Bounties auto-claim on kill Supply runs pay fares
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Two progression axes. Zero wasted grind.

Ten skills, each ten levels deep — Driver, Dealer, Doctor, Officer and more — plus a class level for every side you play. Skills pay out as real perks: deeper shop discounts, bigger arrest rewards, stronger heals, extra max health. Switch from crook to cop and back — every level you've earned stays put.

10 skills × 10 levels Class levels persist +HP, discounts, payouts All progress in the cloud
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A full city day every two hours

The Creek runs a 24-hour day/night cycle in two real hours. Every dawn the city closes its books: budgets recalculate from how hard the city worked, shelves restock, market shocks decay, the lotto draws, and the Cop, Driver, Dealer and Doctor of the Day each bank a bonus. Pull up the city stats any time and read the last three days like a trader.

2h = one city day End-of-day city report "Of the Day" awards 3-day economy trends
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A living economy

The city has a heartbeat.
You can break it.

Money in Creek211 isn't conjured — it flows. Goods get trucked in, players buy them, cops haul the takings to City Hall, and robbers wait to cut the line. Keep the loop spinning and the city thrives; choke it and the whole map feels the squeeze.

1

The city ships supply

Each day the Creek pumps goods to its stores — but only as far as the day's work carries it.

2

Drivers run the routes

Haul cargo from the warehouse to the shops for a fare. No deliveries? Shelves go bare and prices climb.

3

Players buy the bag

Prices float with stock — rob one 24/7 and prices spike at every store across the city.

4

Cops collect the cash

Officers sweep the registers and convoy the day's takings to City Hall for a cut.

5

Robbers hit the convoy

Catch a cop carrying the haul and it's yours — if you can shake the heat that follows.

The only thing the city punishes

Crime isn't the sin.
Getting caught is.

Every misstep raises your Heat. Stay low and you're invisible. Push it, and cops can ticket you, hunt you, jail you — and at the top, the streets get lethal. Heat cools over time, but warrants don't forget.

Clean Ticketable Wanted Lethal

Two classes. A dozen hustles.

Everyone's running an angle.

Civilian or Police — each class levels independently, so you can switch sides without losing your grind. Master a skill, climb the ranks, bank the perks.

Creek211 — the full character cast lined up on a city street
Every face in the Creek is somebody's hustle.

Police

Issue tickets, serve warrants, make the arrest — then convoy the city's register cash to City Hall for a commission. Keep the Creek in line, or shake it down. Auto-insured and always armed.

Driver

Run the supply routes that keep the city stocked, paid from the city's own coffers. The whole map's prices ride on your wheels — leave the car and the job's gone.

Doctor & Medic

Revive the downed, cure disease, get paid. Be the difference between a respawn and a comeback.

Dealer, Con & Civilian

Buy low, price high, pickpocket, rob the store — or the cop carrying the cash. Earn a "of the Day" title and a daily payout for topping your trade.

First look

Streets of the Creek.

In-engine captures from the Creek. Drag the ring, or let it spin — click any shot to enlarge.

The currency of the Creek

Powered by $Creek

$Creek is the lifeblood of the city's economy — the token behind the hustle. And you never buy your way in: no investment, no buy-in, no pay-to-win. You earn it the Creek way — by playing.

  • Play to win — every token in your pocket was earned on the streets
  • In-world currency for deals, bounties and the marketplace
  • Player-driven pricing — supply, demand and reputation
  • Rewards for the Cop, Driver, Dealer & Doctor of the Day
DAILY DROP

Once a day, a stash of tokens is dropped somewhere in the city — no marker, no map, no announcement. Spot it first, grab it, and it's yours. Luck pays in the Creek.

$Creek details, utility and availability will be announced ahead of launch. Nothing here is financial advice.

$Creek at a glance

Ticker$CREEK
UtilityIn-game currency
NetworkTBA
LaunchWith the game

Indicative allocation

Player rewards & play-to-earn40%
Liquidity & exchanges20%
Ecosystem & treasury20%
Team (vested)12%
Marketing & partners8%

Figures are indicative and for illustration only — final tokenomics, supply and vesting will be published before launch. Nothing here is financial advice or an offer to sell.

Be first into the Creek.

Wishlist on the Epic Games Store and get notified the moment the city opens.

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