Crime Spree is a new feature released at day 4 of The Search for Kento Event. It basically involves the crew chaining along a large amount of completed heists in a row that will progressively get harder with each successful mission.
One important thing to note is that the rewards are completely exclusive from generic playing, so gathering loot is pointless besides the bare minimum, the designed goal is to finish heists as soon as possible, any additional effort is wasted.
Crime Spree is essentially an endurance mode with similar elements to the old Pro Job system.
A Spree can be started by clicking on the yellow "Crime Spree" button on the Crime.net screen and paying an entrance fee. In order to start a Crime Spree at 0 , all participants must pay 6 Continental coins. For a higher cost the lobby can start at a higher Crime Spree level, which grants bigger rewards, but also higher risk. Starting at 20 and 40 will cost 10 additional coins per level, up to a maximum of 26, and beginning a spree at one's previous best will cost upwards of hundreds, if not thousands, depending on how far they've gone. When joining a Spree in progress, the highest level one can participate in is their own personal record from previous runs.
Sprees in progress may be suspended, effectively pausing the streak(s) until the host wishes to resume their progress, or they may be ended by cashing in the rewards, either at will or by failing (see below). A suspended Spree can be resumed at anytime via the same button used to start it, with the button label showing the player's current score.
The host of a session is presented with three choices of heist upon first starting a Spree, and during the break time between each mission. The three options are presented in order of length, with the second being longer and more complex than the first, and so on, but also worth more Spree points. All mission available in a Spree are one-day heists, or certain days of a multi-stage heist.
These are datamined heists that have their own icons, but aren't currently appearing in re-rolls.
The following are not part of the Crime Spree feature.
Every time the lobby completes a mission, they are awarded with, for lack of a better term, Spree points, that accumulate until they reach certain milestones where additional rewards can be claimed. As of current, there are three milestones that will award an achievement when reached for the first time (see below). Other than that, each completed mission will give out several payday cards that accumulate into a pool. The guaranteed rewards are represented by their own card type, and are always XP, money, Continental coins and certain armor skins. Less certain ones (represented by question marked cards) will be either mask components, or weapon mods.
As soon as one desires, they can cash in their earnings and leave, though this must be done in between heists. This continues along until they eventually fail, whereupon they will be forced to cash in their rewards, or pay a considerable amount of Continental Coins to maintain the current spree. Claiming one's rewards will eject the player from the lobby and ending their spree. Joining other player's Sprees will add to the reward stockpile, as each player has their own separate section, though a "drop-in" player can only earn their credit in heists they actually participate in.
Gameplay modifiers are special effects that, like mutators, serve to make gameplay more challenging for the whole lobby the further they go up the Spree. Initially 3 options are available. Then for every 10 , one additional Loud modifier become available and one Stealth every 26 to replace the chosen one.
The lobby cannot proceed with their Spree until the host has selected one out of three options. Starting at the two higher tiers will have the host pick more than one modifier appropriate to where they are; beginning a new Spree at 26 will present the lobby with three modifiers (2 Loud - 1 Stealth), and starting at 40 will require the host to pick five (4 Loud - 1 Stealth).
Several modifiers may repeat multiple times, and some will stack if picked more than once (see below).
|Effect: Enemies have an additional 20% extra health and deal an additional 30% extra damage.|
|Available at 10 , 20 , 40 , 70 , 90 , 120 , 140 , 170 and 190|
|Note(s): Stacks. Appears every 5 additional levels past 200 .|
|Effect: Shields will reflect projectiles.|
|Available at 10|
|Note(s): Piercing ammo will still circumvent the shield.|
|Effect: Cloakers will drop a smokebomb when they kick a player.|
|Available at 10|
|Note(s): Applies even if blocked using Counterstrike.|
|Effect: Enemies can not be staggered by damage.|
|Available at 50|
|Note(s): Includes the knockdown effect from Counterstrike and explosives.|
|Effect: Two additional Medics are allowed into the level.|
|Available at 30 and 160|
|Effect: Two additional Bulldozers are allowed into the level.|
|Available at 60 and 130|
|Effect: Medic's heal cooldown is 20% faster.|
|Available at 100 and 180|
|Effect: Bulldozers are immune to explosive damage.|
|Available at 110|
|Effect: All FBI SWATs will be replaced with Heavy SWATs.|
|Available at 80|
|Note(s): Replaces FBI/GenSec/ZEAL SWATs with their MFR counterparts. Excludes scripted enemies.|
|Effect: Bulldozers are replaced by Skulldozers.|
|Available at 150|
|Effect: The Minimum concealment level is increased by 3 in stealth.|
|Available at 26 and 104|
|Note(s): Stacks. Appears every 13 additional levels past 208 .|
|Effect: The alarm will be sounded if more than 10/7/4 civilians are killed.|
|Available at 26 , 52 and 156|
|Effect: 1/2/3/4 less pager(s) can be answered per heist.|
|Available at 26 , 78 , 130 and 182|
Gage Perks are one-level purchases. Each player can purchase one for 18, which will then affect the entire team for the duration of the heist, making them roughly equal to the crew bonuses of PAYDAY: The Heist but do not exclude the player(s) who bought them.
Note that some perks are not available during certain heists, likely determined by said heists' nature (a loud-only heist will not offer Speed Talker, for example, due to the lack of pagers).
| Damage Dodger|
All players gain 0.5 base damage absorption.
| Ammo Pilfer|
All players receive +15% extra total ammo.
| Lockpicker King|
Players pick locks 25% faster.
| Extra Body Bags|
Players will receive and carry 2 extra body bags.
| Extra Armor|
All players receive 10% extra armor.
| Blast Resistance|
Players cannot receive damage from explosives.
| More to Deploy|
All players receive 50% extra deployables (Minimum 1).
| Health Boost|
All players receive 10% extra health.
| Rapid Reloader|
All players reload time is decreased by 25%.
| More to Throw|
All players receive 70% extra throwables (Minimum 1).
| Stamina Boost|
All players receive 10% extra stamina.
| Some Invulnerability|
Players gain invulnerability for 5 seconds after killing a special enemy with a melee attack.
| Self Healer|
Players will recover some health when killing an enemy. This can only occur once every 5 seconds.
| One More Down|
All players can go down 1 extra time before going into custody.
| Swift Swapper|
All players time between switching weapons is decreased by 50%.
| Speed Talker|
Players answer pagers 50% faster.
| Indulge in Crime|
Reach rank 50 in the Crime Spree.
| Revel in Criminal Activity|
Reach rank 100 in the Crime Spree.
| A Vast Amount of Unlawful Transgressions|
Reach rank 250 in the Crime Spree.
Unlocks the Mega Rust mask.
- During an earlier stream more Gage Perks were shown than were shipped with the actual function (3 pages compared to 2 in the release). Some of the cut ones are Adrenaline Shots, Fast Feet, and Grim Reaper, and additionally, several of the pre-release perks had different names than in the final version.