POLICE
Protect / investigate / respond
PRE-LAUNCH / SUBJECT TO CHANGE
Protect / investigate / respond
Infiltrate / trace / expose
Route / deliver / escape
Observe / publish / influence

Cars, taxis, buses, subways and helicopters change both travel time and mission approach.
Official briefings and the TGS demonstration describe small social verbs, spontaneous incidents and profession-specific actions. Together they form the day-to-day layer beneath the main story.
Pet cats and trigger small everyday events while moving through public spaces.
OFFICIAL BRIEFINGGang clashes and spontaneous trouble turn ordinary routes into response decisions.
OFFICIAL BRIEFINGOfficial material explicitly mentions snooping on passersby phones as part of city interaction.
OFFICIAL BRIEFINGAttention, posts and internet popularity are framed as mission progress—not a decorative feed.
OFFICIAL BRIEFINGTGS hands-on footage showed database scans, weapon frisks, citations and handcuff interactions.
TGS PLAYTEST OBSERVATIONDevelopers say switched-out characters continue their own routines, letting you resume where their life moved next.
OFFICIAL BRIEFINGOfficially named groups are separated from fan-invented faction structures. Unknown hierarchy stays marked as unknown.
The Captain recruits eccentric specialists and strengthens the whole crew rather than chasing personal reputation.
An official trailer organization tied to police work, investigations and city incident response.
Named by the official gameplay briefing as one of the organizations assigning work in Nova City; exact structure remains unannounced.
A courier-facing organization associated with deliveries, road pressure and Taffy’s urban work loop.
Direct answers, with the evidence level stated rather than implied.
Official material shows police work, hacking, courier delivery and live-streaming as distinct city roles. Each changes the interaction verbs available to you rather than only the reward, which is why the same district plays differently depending on which role you pick.
Role access is tied to characters, and switching characters is done through the in-game phone. Developers describe each controllable character as a separate urban life that keeps running while you are elsewhere, so switching resumes their routine rather than resetting it. Unlock conditions are not announced.
The official gameplay briefing positions online attention and city hotspots as part of mission progress, not decoration. The practical caution is that popularity and the mission’s real success condition are not the same thing — track hotspots, but keep the objective separate.