Sea Sex and Sun is a crime-empire management game. You set up your HQ in the heart of your city, recruit, produce, fight… and climb your way up to Godfather.
Create your account: a code sent by email confirms your address (and every new device).
Carla welcomes you: pick your character’s name.
Choose your city (Summercity or Havanacity), then the exact spot for your HQ on the map: $5,000 and 25 gems are waiting for you.
Build your first Tent, recruit Bernadette (free), then cash in your reward: 500 XP (level 2), $25,000 and 1,500 of each good.
The tutorial is guided: until it’s over, only the actions Carla asks for are available. After that, the city is yours.
Your HQ must be at least 100 m from any other HQ, and at least 400 m from the family buildings (airport, port, stock exchange, radio tower). No-go zones are shown on the map.
The game moves forward in 5-minute turns, unique to each player. Every turn, your girls and narcos produce, some may get arrested, and your bank pays interest.
You don’t need to be online: when you come back, everything catches up (up to 24 h of production). The “Turn” counter at the top of the screen shows the time until the next one; click it for a breakdown of your production.
After the tutorial, Carla gives you 11 objectives in order (win a mission, own 10 troops, spend a skill point, build the black market, attack a player…). Each one pays out dollars or goods, plus gems. Her badge, above your troops, turns green when the objective is done.
The daily bonus runs on a 7-day cycle, in your time zone: it grows every day (dollars on odd days, goods on even days, 5 gems every day, 20 on day 7). Miss a day and you’re back to day 1.
When you finish the tutorial, you’re protected for 72 hours: nobody can attack or spy on you, and other players only see you as a ghost on the map. You can give it up at any time (shield at the top left of the screen), and it ends as soon as you attack a player. Missions, bosses, spying and family buildings don’t remove it.
Going away for a few days? Turn on vacation mode (phone › Settings): nobody can attack or spy on you. Your production and bank interest are frozen, your daily bonus and login streak won’t break, and you leave your city’s podium (jackpots included) while you’re away.
You can still log in, chat (city chat, private messages, forum) and look at your empire, but no game actions: no attacks, recruiting, building, market, casino or missions. Your reinforcements come home and the ones you host leave; your garrisons in family buildings stay put.
Length: 48 h minimum, 30 days maximum (automatic end), then 7 days before you can leave again. It can’t be turned on during a march, an attack against you, or less than 2 h after attacking someone (the time they have to take revenge). A family war doesn’t stop you from leaving, but if all the family’s members are on vacation, it loses the war by forfeit.
Chapter 02
Resources and economy
Everything costs something: buildings, recruits, healing, items. Produce, store, protect… and don’t let your stockpiles overflow.
Your HQ has a storage capacity per resource ($130,000 and 32,500 of each good at level 1, +20% per HQ level). Storage buildings (Storage crate → Storage crates → Container → Warehouse) add a fixed amount: +$40,000 / 80,000 / 140,000 / 220,000 each depending on its level, and a quarter of that for each good (+10,000 / 20,000 / 35,000 / 55,000). You can have 5, plus 1 every 3 HQ levels (9 at HQ 13). A storage building out of service (raid) stores nothing until it’s repaired. Each resource’s gauge, at the top of the screen, shows where you stand.
When a resource reaches its storage limit:
production of that resource stops;
you can no longer loot it from other players;
for dollars: the casino shuts its doors on you.
Everything you receive (missions, jackpots, sales, bonuses, family vault) still arrives in full: the surplus goes over your storage. But that surplus draws thieves: it can be looted at 15% instead of 5%.
Spend fast, stash it at the bank, or upgrade your HQ.
At Joe’s (black market, level 3), you buy and sell alcohol, weed and powder at your city’s rate, driven by the supply and demand of every player.
Buy / sell spread of ±6% and a 3% fee: a round trip costs you about 15%.
Volume is limited per player and per good over 24 h (it grows with your level).
The fee feeds the city’s market jackpot: on a sale, Joe keeps 3% of the goods sold; on a purchase, 3% of the dollars paid. It is shared every 6 hours among the podium, in dollars AND goods.
Chapter 03
The HQ and buildings
Your territory is a hexagonal grid around your HQ. Each tile holds one building.
Click a free tile (“+”) to open the build menu. Each building has a cost, a build time and a required character level.
3builds at the same time
5builds with Premium
60 sfree speed-up
1 gemper minute saved
Speeding up with gems: with 1 h or less left, you can finish right away; beyond that, you can only halve the time left, once per 24 h for each job (buildings, evolutions, HQ, bank, forge).
Building
Level
Role
Tent
1
+10 troop slots
Cellar
1
+2 girl slots (3 at HQ 1, +1 per HQ level, 12 max)
Shack
1
+2 narco slots (3 at HQ 1, +1 per HQ level, 12 max)
Sandbags
2
Fortification: −10% damage taken on defense (8 max)
Black market
3
Buy / sell goods
Police station
3
Fewer arrests, bribes
Armory
4
Gear forge
Embassy
5
Families and other cities
Casino
5
8 games of chance
Bank
6
Loot-proof vault and interest
Hospital
7
Recovery ×2, healing −25%
Radar tower
8
Sees attacks coming at your HQ, 30 to 90 s before impact
Storage crate
1
+$40,000 and +10,000 of each good (5 at first, +1 every 3 HQ levels)
The HQ goes from level 1 to level 15. Each level raises storage (+20%), adds slots (+5 troops, +1 girl, +1 narco) and changes its look.
No character level is required: it’s the price (dollars + 15% in goods) and above all the time that hold you back. From 5 h for level 2 to several weeks for the last levels. The work takes up a build slot; the HQ stays usable in the meantime.
Moving up to levels 2, 3, 4 and 5 costs $12,000, $45,000, $150,000 then $500,000 (×1.5 for fortifications), takes 3 h, 12 h, 30 h then 54 h, and requires an HQ at level 3, 5, 8 then 12. A damaged building must be repaired before it can evolve.
Every building has a health bar. When a raid against you succeeds, your exposed buildings lose health; at zero, a building is out of service (it no longer houses anyone and its actions are locked), but it is never destroyed.
The wrench on its card repairs it instantly for dollars (a quarter of its cost × the share of missing health).
The trash can demolishes a building (no refund). If you run short of slots, the extra units are dismissed, cheapest first.
The Move button puts it on another tile (or swaps it with another building), for free.
You start with 3 rings of tiles around your HQ. Beyond that, buy land tile by tile in the next ring (padlocked tiles). The price doubles with each ring, from $25,000 (ring 4) to $1.6M (ring 10), then stops rising. Each ring requires a higher character level (level 8 for ring 4).
Chapter 04
Your crew
Girls bring in dollars, narcos cook up the goods, troops do the fighting. All of them need slots.
Each category has its own slots: the HQ provides some (10 troops, 3 girls, 3 narcos at level 1), and Tents, Cellars and Shacks add more. The badges above your avatar show your headcount and slots; click one to open “My crew”.
The Recruit button opens the quantity picker (Min / − / + / Max). You can never recruit beyond your free slots. Dismissing units (trash can on a card) is not refunded.
Every turn, girls and narcos can get arrested (the more productive they are, the bigger the risk). An arrested unit stops producing for 2 hours, then is released. Its card and thumbnail flash red.
Bail: $5 per unit, to get them out right away.
Police station in service: arrest risk −15%.
Bribe: 8 h of total immunity for dollars, or 48 h for gems. It also frees anyone under arrest; only one at a time.
13 troop types unlock with your character level, from the Junkie (level 1) to Keyser Söze (level 80). Each type has its own health, damage, critical rate, counterattack and attack speed. They are paid for in dollars and goods.
Level
Troops
1
Junkie, Scumbag, Hustler
5 · 10 · 15
Thug, Bandit, Brute
20 · 26 · 33
She-devil, Robber, Hitman
42 · 52 · 65 · 80
Assassin, Deathgirl, Hellboy, Keyser Söze
Each troop has a role: fast troops (Junkie, Thug, She-devil, Assassin) hit very often but are fragile; heavy hitters (Hustler, Brute, Robber, Hellboy) hit rarely but very hard, with lots of criticals; defenders (Scumbag, Bandit, Hitman, Deathgirl) have more health and counterattack often. Fast beats heavy, heavy beats defenders, defenders beat fast: a good counter can beat a higher-level troop. Keyser Söze is an all-rounder.
You can field at most 4 different types (3 slots at the start, the 4th at level 5), in any quantity.
Each type earns experience in combat and climbs up to level 50: +2% damage and health per level, for all your units of that type, current and future. Progress is deliberately slow.
In the shop, the “Base stats” switch compares types without your bonuses. The little “i” on a card flips it over so you can read its stats in detail.
Each group of troops has its own health bar. Troops never die, but they can drop close to zero, and wounded troops hit less hard.
Automatic recovery: 2.5% of missing health per minute (about half in 30 min, nearly all in 2 h; slower for heavy units).
Paid healing (green heart): instant, half the recruiting cost × the share of missing health.
Hospital in service: recovery ×2 and healing −25%, with a “Heal everyone” button.
Only troops present at the HQ count in your health bar and can be healed. Those sent as reinforcements or to a garrison take their health with them and bring it back when they return.
Chapter 05
Fights
Hit your neighbors for their points and their goods, defend your HQ, level up your troops.
On your city map (City view), real avatars are the players you can attack; dotted rings are out of range. Click an avatar to open their profile and the Attack button.
Normal target: a player in your city with between 85% and 150% of your points.
The city podium (top 3) can be attacked by everyone.
Revenge: a player who attacked you can be targeted for 2 h, even outside your range.
During a family war, the range is lifted between the two families.
Never a member of your own family. At most 3 attacks per target over 24 h.
If an attack isn’t possible, the profile tells you why.
Choose how many units of each type to send. Troops left at the HQ defend it while you’re away. One march at a time.
30 s+ 3 s × √units
2 minmaximum march
×5to another city
−15%with Premium
You can cancel the march after 10 seconds, as long as it hasn’t arrived: your troops come straight home. On arrival, the fight plays out before your eyes (speed ×1, ×2 or ×5).
If you win, your troops still standing raid the defender’s 5 buildings closest to your HQ (never their HQ) and loot their stock. Fortifications in service draw the assault: they take the place of a building up to 2 cells closer.
Raid: each unit strikes a building once, at 50% of its damage. A small army leaves scratches, a big one can knock a building out of service.
Defender’s fortifications: −10% damage per exposed Sandbags (and their evolutions), −50% max.
Loot: at most 5% of the defender’s stock (15% of their surplus above storage), depending on your survivors and how long the fight lasted.
Carrying: 200 loot per unit still standing. Gems and the bank vault can never be looted.
Every fight between players moves the points (Elo ranking, 1,000 to start): beating someone stronger pays big, losing to someone weaker costs a lot. Attacker and defender also earn character XP and troop XP.
When you get attacked, an alert is waiting for you when you log in. The phone’s Fights app keeps the history (launched and received) and lets you replay every fight.
Before you attack, send a spy (Spy button on the profile): they bring back a snapshot of the target’s territory, showing the buildings your attack would hit.
Spy
Price
Travel
Success
Snitch
Dollars (based on your level)
30 s
70%
Pro spy
Gems
15 s
100%
One spy at a time, 15 per 24 h. The report stays available for 24 h. A failed spy gets caught: the target knows who sent them.
The armory (level 4) forges three families of items, one per troop slot: weapons (damage, critical, speed), armor (health, counterattack) and charms (speed, critical, counterattack). Each family has 10 items, unlocked from level 1 to level 40.
An item costs dollars and goods (powder for weapons, alcohol for armor, weed for charms). Forging takes from 30 minutes to about 8.5 hours. One item at a time; the job can be sped up with gems.
Some items come with a drawback (a heavy weapon slows you down, so does thick armor). Only bonuses grow with rarity; a drawback stays fixed.
On a troop card in “My crew”, click one of the 3 slots to equip a free item from your inventory. It boosts the whole group of that type. Items never wear out; a type dismissed entirely returns its gear to the inventory. A yellow dot marks an empty slot you can fill.
Chapter 07
Talent tree
1 point per level, to spread across three branches: Offense, Defense, Strategy.
Click your avatar to open the tree (46 talents). A talent opens up when a previous talent has points in it, your level is high enough, and you’ve already put enough points into the branch (more and more: 2 for the 2nd row, 54 for the ultimate talent, enough to fully master only one).
Classic bonuses: up to 5 points (the three starting talents have no limit).
Rare talents: 1 point, more powerful.
Hero abilities: 1 point, they trigger on their own in combat.
Possible effects: attack, defense, speed, critical, counterattack, production, recovery, loot, carrying, XP, march time, arrest risk… A full reset costs 50 gems.
The phone’s Missions app offers one mission at a time. Each mission is a fight against a gang, played right away with all the troops present at the HQ. Gangs get bigger, mix several troop types and have their own talents.
Won: you get your reward, then the next mission arrives 5 minutes later.
Lost: you can try again after 5 minutes.
Rewards: XP and dollars, plus goods, gems or an armory item depending on who’s calling you.
Some missions are recruitment missions: they unlock girls and narcos.
Your family’s reinforcements never take part in missions.
Every week, a boss rolls into your city for 5 days. Its health is shared by the whole city and never comes back: every player wears it down together.
Level 5 required, 3 assaults per player over 24 h, with all the troops at your HQ.
On each assault, the boss sends a wave sized to your army; your actual damage is what counts.
A single player can’t deal more than a share of its health (20 to 50% depending on the number of players): it takes a crew.
Boss taken down: dollars, goods and gems based on your share of the damage (+10 gems for the finishing blow). Boss escaped: a small bonus. Rewards arrive by mail from Carla.
Chapter 09
Families
Alone, you survive. As a family, you rule: shared vault, reinforcements, wars and city buildings.
You need an Embassy (level 5) in service. Founding costs $25,000 (name, tag of 2 to 5 characters). You always join by application, accepted by the Godfather or an Underboss; the Godfather can close recruitment.
Role
Powers
Godfather
Settings, appoints up to 3 Underbosses, hands over the seat, kicks members, declares wars
Underboss
Applications, kicks soldiers, pays out from the vault
Soldier
Donates to the vault, sends reinforcements, attacks city buildings
The family earns 5% of all XP earned by its members. Its level (up to 20) raises the member cap: 10 + 2 per level. Leaving a family or getting kicked bars you from rejoining it for 24 h.
The family vault holds dollars and goods, never looted (cap: 100,000 × family level per resource).
Any member who has been in the family for 24 h can donate.
The Godfather or an Underboss can pay out to a member (the Godfather to himself too), at most 20,000 + 5,000 × the member’s level per resource and per 24 h, to a member who has been in for 24 h.
Send troops to defend a member’s HQ (Reinforcements tab: “Send reinforcements”, or a member’s Reinforcements button). They stay 24 h and then come home; they don’t defend your HQ in the meantime.
One troop type per reinforcement, and one reinforcement per ally.
A member can receive at most 3 reinforcements (from 3 players) and up to 100% of their troop slots: they can double their army.
Reinforcements don’t take up the host’s slots, only help defend their HQ against players, and come home with their health.
Recall (by you) or send back (by the host) at any time, instant return.
The Godfather proposes a war to another family with a dollar stake ($10,000 minimum, taken from the vault). The rival Godfather accepts or refuses within 24 h. Once accepted, the war lasts 48 h: both families put up the same stake.
During the war, the points range is lifted between the two families (still within your city).
Score: attack won +3, successful defense +2.
The winner scoops both stakes plus family XP; a tie = each family gets its stake back.
One war at a time, and 7 days before taking on the same family again.
At level 10, with an Embassy in service, the radar opens up the other cities: the arrow on the City tab at the bottom of the screen lets you view their map. You can attack players there within your points range (march ×5). Revenge is always allowed, even without a radar; the podium and wars only apply in your own city.
Chapter 10
City buildings
Four strategic spots per city, to take and hold for your whole family.
At first, each building is held by a neutral gang, whose strength follows that of the city’s players. Any family member can attack it (march on the map, no limit on assaults). The player who finishes off the defense takes the building for their family: you can steal it from another family.
After a capture, the building is protected for 15 minutes: nobody can attack it, giving time to set up a garrison.
Every member of the family that takes it gets a message from Carla; so do the members of the family that loses it.
If your own family takes it during your march, your assault is called off on arrival and your troops head home.
Every member of the family holding the building can drop troops there (no limit) and recall them whenever they want, choosing the quantities. Troops of the same type, sent by several members, fight as a single group.
Troops in a garrison no longer defend your HQ and can’t go on missions or attacks.
Only the family holding the building can see the garrison’s makeup; others only see the total.
The Godfather and Underbosses can heal the garrison using the family vault.
A gang never takes back a building held by a family: with no garrison, any other family takes it without a fight as soon as the protection ends.
Chapter 11
The casino
Eight games of chance, in dollars only, for the fun of it… and the city jackpot.
Slot machine, roulette, scratch card, video poker, blackjack, street dice, street racing and wheel of fortune. Everything is drawn by the server, before the animation.
Bet: from $50 to $500 × your level, always in dollars (never gems).
3% of every bet feeds your city’s jackpot. Every 6 hours (at 0:00, 6:00, 12:00 and 18:00 UTC), it is shared among the podium: 50% for the Godfather, 30% for 2nd, 20% for 3rd. The Dealer sends each share by mail (Collect button).
Chapter 12
Rankings and community
The best player in each city is the Godfather. Everybody knows it.
The Ranking app compares players in your city or across all cities: points, level, victories, land area, and families. The top score in a city is the Godfather; the top 3 wear a laurel wreath, visible on the map and on profiles, and collect the casino and market jackpots.
Feats reward your progress in tiers (production, construction, recruits, victories, missions, forum…) with XP and gems. Some tiers unlock a ribbon to show off at the top of your profile.
Share your referral link (phone › Referral): 50 gems per referred player who finishes the tutorial, then 2.5% of their production, paid daily by Carla, without taking anything away from them.
Chapter 13
Premium and shop
The game is free. Premium and gems save you time, they never win the game for you.
Premium comes as top-ups of 1, 6 or 12 months (€2.99, €12.99, €19.99), with no subscription and no automatic renewal. Each top-up is added to your remaining time.
Six packs from 100 to 14,000 gems (€0.99 to €99.99). The first purchase of each pack doubles its gems. Secure payment through Stripe (card, PayPal…). Gems can never be converted into dollars to bet at the casino, and there are no paid random draws.
Read enough?
The city won’t take itself. Carla is waiting for you.