A 1970s Miami crime · economy · politics sandbox
The complete design compendium — every system, grouped by release roadmap. Click any card for the full spec and its Roblox dev prompt.
Miami 70’s is a 1970s-Miami sandbox where crime, money, and politics run as a single living system. It is the sibling to Enzo’s CrimeWave 1986 — same engine, bigger ambitions — dressed in neon, corruption, and the easy menace of a city on the make. A nobody can build an empire here, and a made man can lose all of it in an afternoon.
The whole thing follows one line: “Simplicity is the best sophistication.” Every system is easy to touch and slow to master, and nothing exists in isolation. Territory is built over weeks instead of captured in a firefight, money is earned and then quietly hidden, and every choice ripples out to other players and to a real community that governs the world from Discord. You are not chasing a leaderboard. You are building a life in a city that remembers exactly what you did.
Crime is the spine. Players form families with fully customizable Italian rank ladders, run crews that can break off and go rogue, and grow their hold over each district through collections, deliveries, and sheer presence rather than capture points. Wars are fought over goals and bankrolled by treasury bonds, with a Commission of bosses seated above the whole board. The fantasy is the long climb from associate to a name the city says carefully.
Economy is what the crime is actually about. There are two kinds of money — dirty and clean — and the distance between them drives everything. Players own property, run honest-looking fronts like gas stations, tax the NPC businesses on their turf, and push product through ports, airfields, and off-map buyers. Getting rich is the easy part; the real problem is hiding it, because a fortune you cannot explain is a fortune the law can take.
Politics is the weather rolling in from above. Real elections decide who controls each district’s budget, police and investigators build cases with evidence and warrants, and the National Guard arrives when a city slips its leash. But every official has a price, and a single bribed politician or one leaking Guard officer can tilt the entire map. Power here is won at the ballot box and bought in the back room.
Fame is the mirror the city holds up. The Miami Chronicle prints what happens, player journalists chase the stories, and television and radio turn a reputation into reach. A racer, a celebrity, or a boss who wants the spotlight can become a name everyone knows — and notoriety cuts both ways, because the famous are also the watched.
None of the four stand alone. A protection run is dirty money, dirty money buys a politician, the politician’s scandal lands on the front page, and that headline sends the heat right back to the crews. Pull one thread and the others move.
A new player spawns in and picks Crime. They start as an Associato in a middle-rung family and draw a simple order: collect protection from a Salazar wholesale warehouse in Hialeah. They drive over, lean on the manager, and leave with an envelope of cash — untraceable, and useless out in the open. That one collection nudges the family’s influence in Hialeah up a point, and influence is the real prize, because hold enough of a district and you tax every business inside it.
Two streets away, a patrol officer clocked the shakedown, and an evidence bar quietly begins to fill on the police side of the city. The player feels the heat coming and runs the cash through a gas station they front, washing it clean. Weeks of runs like this push the family past sixty percent, and now they control Hialeah — so the district’s elected politician, who has been pocketing envelopes of his own, finally returns their calls. When a rival crew tests the border it becomes a war with bonds on the line, the Chronicle prints a story about rising violence, and a journalist starts asking questions. One small collection, and the whole city moved.
Eighty-nine systems make up the city, and they are easier to feel than to count. Here is every one, grouped by the pillar it leans into hardest.
Miami 70’s arrives in waves. The Core launch is the foundation — teams, territory, hierarchy, guns, money, prison, police, politicians, and the living city that carries them. Phase 1 widens the world with fame, casinos, the property market, heists, the full drug trade, courts, and the ports and airfields that wire Miami to everywhere else. Phase 2 is the long game: seasonal history and deeper character arcs for the players who stay. Each system is built only after the ones it depends on, so the city grows in a deliberate order instead of all at once.
Holding it together is the Miami Delegation, a Discord that runs the parts no engine can. Elections, war declarations, a crew going rogue, a bespoke request — the decisions that matter are filed, argued, and resolved by real people, and only then does the map change. It is the human layer that makes the world feel governed rather than scripted.
Miami 70’s is not a pile of features. It is one city where every system leans on the others, held up by the only rule that ever really mattered: keep it simple, and let it run deep.