Nine careers. One city to make your own.

Craze City’s nine careers give you different ways to earn, level up and build a daily routine around the city.

· 4 min read · Brainbaby Labs · Updated

A Craze City boulevard lined with colourful high-rise buildings, palms and parked vehicles.
Actual Craze City development capture · In-engine environment capture

The obvious way to build jobs, and why we did not

The obvious way to put work into a life sim is to make each job a good little game. Give the cab a route puzzle. Give the paramedic a timing bar. Tune every one of them until it holds up on its own terms.

Do that and you have not built a life sim. You have built a compilation of minigames with a city drawn around it, and the city has quietly become the loading screen between the parts anybody actually wants. The work has to be worth doing without being the thing you came for, which is a much narrower target than it sounds.

What a job is actually for

A job in Craze City is a floor. It is the rate you can always fall back to, available without risk, and its function is to be reliably there rather than to be exciting.

That floor is what makes everything else in the city legible. A street race, a register you crack, a run past the quarantine line — none of them has a value until there is a boring number to compare it against. The wage is that number. It is the price of an hour, and every riskier thing in the city is quoting against it whether the player is doing the arithmetic consciously or not.

Take it out and the city stops being a set of priced choices. It becomes a menu of activities, all equally arbitrary, which is the failure mode of a lot of open worlds that have plenty to do and no reason to pick.

Nine of them, and why not three

There are nine careers — barista, waiter, courier, pizza runner, cab driver, paramedic, cop, car sales and farmer. Each one pays and each one levels.

If the only job of a job is to be a reliable floor, then one would do the arithmetic just as well as nine. They exist in that number for a different reason: they are the first thing in the city that is about who you are rather than what you have.

A player who clocks in behind a coffee counter and a player who clocks in on a prison landing are running the same economic function on completely different streets, at different hours, next to different people. That difference is the entire point of a life sim. The wage is the mechanism; the shift is the life.

The safe option has to actually be safe

Wages and tips land in your wallet. That is the whole transaction — you did the shift, the money is yours, nothing else happens to it.

The risk starts afterwards, and only if you choose it. Carry that money across the bay into Deadwood Quarantine and a knockout deletes everything you have not banked. Pull a job in the city instead and every register you crack raises the stars on your head; get caught and you do the time in Iron Bay Prison, with a way out for anyone patient enough to find it. Time is the one currency in the city you cannot work for.

So the ladder is honest all the way down. The shift is safe and slow. The podium pays. The quarantine pays best and can take the lot. A player who never wants to gamble can play the whole game standing on the floor, more slowly, and that has to be genuinely viable or the floor is a trick rather than a choice.

The trade-off, stated plainly

Making the work deliberately unremarkable costs us the opening minute. A game that hands you a car chase in the first sixty seconds tests better than one that hands you an apron, and anyone who has read a mobile retention curve knows exactly how much better.

We took that hit on purpose, and not by removing the car chase. Arcade driving with tyre smoke, blowouts and a handbrake that kicks the back out is in the build, as is the Street Sprint circuit and its three rubber-banding rivals. What the shift pattern does is give all of it a price.

A chase with nothing behind it is a set piece. The same chase, in a car you bought, with a wallet you have not banked yet, is a decision. We would rather arrive at the second one late than open with the first.

The dullest system in the game is the one holding it up

None of this makes the barista shift the reason to install Craze City, and it was never meant to be. A page claiming otherwise would be lying about the game.

But the nine careers are the reason anything else in the city you share with other people has stakes. Everything loud in Craze City — the podium, the stars on your head, the walk back from the quarantine with a full wallet and no plan — is loud in exact proportion to how quietly you could have earned instead.

Get in before the city fills up.

Craze City is free on iOS and Android in 2026, with no in-app purchases. Founding citizens get an exclusive in-game house and the first invites at soft launch.