MafiaHQ Europe
Influence operations across districts. Keep heat low. Build the chain. Make the city blink first. <span class="zp-muted">(Invite-only Playtest — Limited waves. High-signal testers only.)</span>
Browse the catalog. Filter by focus. Tap in, pick a lane, and get out clean (before the Panda Curse notices).
Invite-only means we open access in waves. Small groups. Fast iteration. High-signal feedback.
Influence operations across districts. Keep heat low. Build the chain. Make the city blink first. <span class="zp-muted">(Invite-only Playtest — Limited waves. High-signal testers only.)</span>
Crew tasks, intel drops, and quick wins — designed for fast sessions (and questionable decisions). <span class="zp-muted">(Live Companion — Play between sessions. Feed the city.)</span>
A tight loop of planning, timing, and pressure. Small map. Big consequences. Panda Curse included. <span class="zp-muted">(Prototype — Not public yet. We’re keeping the chaos contained.)</span>
A short-form noir story where the UI lies and the city remembers. Yes, it’s personal. <span class="zp-muted">(In Writing — Short. Sharp. Not safe for “quick fixes”.)</span>
Fast decisions, faster consequences. A small game built for big mood (and zero mercy). <span class="zp-muted">(Experimental — We ship this when it feels unfair in the right way.)</span>
A sandbox for combat readability, crew roles, and timing windows. Boring on purpose. Deadly in practice. <span class="zp-muted">(Systems Lab — Where we torture mechanics until they behave.)</span>
Influence operations across districts. Keep heat low. Build the chain. Make the city blink first. <span class="zp-muted">(Invite-only Playtest — Limited waves. High-signal testers only.)</span>
Crew tasks, intel drops, and quick wins — designed for fast sessions (and questionable decisions). <span class="zp-muted">(Live Companion — Play between sessions. Feed the city.)</span>
A short-form noir story where the UI lies and the city remembers. Yes, it’s personal. <span class="zp-muted">(In Writing — Short. Sharp. Not safe for “quick fixes”.)</span>
A sandbox for combat readability, crew roles, and timing windows. Boring on purpose. Deadly in practice. <span class="zp-muted">(Systems Lab — Where we torture mechanics until they behave.)</span>
A tight loop of planning, timing, and pressure. Small map. Big consequences. Panda Curse included. <span class="zp-muted">(Prototype — Not public yet. We’re keeping the chaos contained.)</span>
Fast decisions, faster consequences. A small game built for big mood (and zero mercy). <span class="zp-muted">(Experimental — We ship this when it feels unfair in the right way.)</span>
A quick visual language pass. Tap to preview. Keep it lightweight (performance is a feature).