kropath-TheSyndicate icon

TheSyndicate

Run contracts for the Syndicate as a career hitman. Kill almost any citizen with guns, poison, or a staged accident; beat the investigation - witnesses, cameras, prints, forensics, warrants, the manhunt - and climb the underworld. Beta.

By kropath
Last updated 5 hours ago
Total downloads 11
Total rating 0 
Categories Mods Tools Misc Items Gamemode
Dependency string kropath-TheSyndicate-0.9.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755
Venomaus-SODCommon-2.1.4 icon
Venomaus-SODCommon

A common library for SOD mods.

Preferred version: 2.1.4

README

The Syndicate

Become a career hitman in Shadows of Doubt. A fixer moved you into the city clean, and now you owe them. Take contracts, put targets in the ground — with a gun, a syringe, a staged "accident" — and get away with it while the investigation you just created closes in: witnesses, security cameras, fingerprints, forensics, a warrant, and a city full of enforcers who'd love to find you. Climb from a nobody Recruit to a made Lieutenant of the underworld.

This is a full career sandbox layered on top of Shadows of Doubt's murder mystery — except this time you're the murderer, and the game is the one trying to solve it.


⚠️ This is a BETA (v0.9.0)

The Syndicate is a large mod that hooks deep into the game's crime, evidence, enforcer, and economy systems. It has been played through end-to-end many times, but it is still a beta:

  • PLAY ON A NEW SANDBOX SAVE with PROCEDURAL MURDERS OFF.
  • Expect bugs. Edge cases in a game this systemic are endless. If something breaks, see Reporting a bug at the bottom.
  • Expect the balance to move. Payouts, prices, timers, and difficulty are not final. Almost everything is a config knob — if a number annoys you, change it (see Configuration).
  • Back up your saves. As with any mod that writes save data, keep a copy of a save you care about.

Feedback is genuinely wanted — that's what a beta is for.


Requirements & install

With a mod manager (recommended): install through Thunderstore Mod Manager or r2modman and the two dependencies come with it. Launch modded.

Manual: install the BepInEx IL2CPP pack, run the game once, drop SODCommon into BepInEx/plugins, then drop TheSyndicate.dll into BepInEx/plugins. A config file (BepInEx/config/Kropath.TheSyndicate.cfg) is generated on first launch.


Getting started

You start as a Level 0 Recruit. The moment you load in, the fixer sends you a v-mail ("The Offer"). Read it on any home cruncher.

  1. Read the intro v-mail. It explains the arrangement and gives you the Dispatcher's phone number (it's saved in your phonebook as The Dispatcher from the start).
  2. Call the Dispatcher and pick "I'm ready — check me in." Nothing happens until you do this — it's the hard gate that stops a brand-new save from ever deadlocking.
  3. Your first contract lands a couple of in-game hours later, biased toward a gentle "proving hit" — someone who lives alone with no locks or cameras, so you can learn the ropes.
  4. Buy your basics. Open the Supplies app on your home cruncher and grab a Fingerprint Remover (cheap, available from the start). The vanilla Print Scanner shows what you've touched.
  5. Do the job, scan the scene, wipe your prints, leave no living witness. Then go back to your board (or wait for the fixer to call) for the next one.

Tutorial tips fire once each, at the moment they're relevant (buying supplies, entering the target's building, your first kill, first time you wear the mask).


The core loop: contracts & progression

How you get work

  • Levels 0–2 — you're told, not asked. The fixer auto-assigns one contract at a time, delivered as a v-mail. Finish it, and after a cooldown (~12h) the next one arrives. You can also call the Dispatcher → "Any work for me?" to pull one early.
  • Level 3+ — the job board. A contract board unlocks in the Syndicate cruncher app. Browse up to 8 offers, read the lead, and ACCEPT the ones you want — up to 3 active at once. Refresh the board for a fresh set (on a cooldown).

Reputation, levels & tiers

Every collected contract earns Underworld Reputation. Rep is your career:

Level Rank Rep needed Reward on promotion
0 Recruit 0
1 Associate 20 500cr + the False Face mask disk
2 Operative 50 1,500cr + the Second Skin gloves disk
3 Lieutenant 100 4,000cr + the contract board unlocks

Your level also sets your Tier (1–3) — the difficulty ceiling of the jobs you'll be offered. Harder targets pay more.

Hit Tokens

Every contract you collect on also pays 1 Hit Token — even if you got caught. Spend tokens (plus a little cash) at the Syndicate app's BUY SOCIAL STANDING row to buy the game's real social credit stat, the native path to perks like echelon-floor access.

Getting paid

Killing the target doesn't pay you on the spot. Payment clears once the heat settles:

  1. Kill → the contract is marked complete, but pay is held in escrow ("awaiting forensics").
  2. The case resolves (goes cold, or you get identified) → the pay becomes collectable.
  3. Close the case on your pinboard to collect. You'll see an itemized breakdown (base + bonuses).

You always get the base fee. But if the law identifies you for the kill, you forfeit the reputation for that job (you still get the money and the token — "the job got done"). Clean work is what builds a career.

Left something on the board too long? The fixer auto-wires an uncollected payout after ~24h. You never lose money you earned.

How targets are chosen

The fixer scores every citizen on Wealth, Security, and Exposure and matches a target to your tier. Wealthier marks, locked-down homes (cameras, alarms, passwords, echelon floors), and well-connected victims (partners, big households, lots of coworkers) are harder — and pay more. Night-shift loners are easier. Homeless targets have no fixed address and are always the hardest jobs.

Some contracts hand you the target's name and address outright (Full). Others give you a partial or cold lead — a clue trail (a surname to search, an employer, a physical description, a blood type) that's guaranteed to point to exactly one person in the city. You do the detective work; those jobs pay a premium. Kill the wrong person and the contract pays nothing — the heat is all yours.


Contract objectives

Most contracts are just "put this person down." Some carry optional objectives for bonus pay (roughly 55% of jobs carry at least one). Missing an objective never fails the job — you only lose that bonus.

Objective What you do Bonus
Clean Kill Don't get identified — the case must go cold. +25%
Deadline Kill within the time window (min 24h). +20%
Photo of the Body Photograph the corpse with a camera before you collect. +30%
Poison Kill Kill with the issued syringe, nothing else. +35%
Forge an Accident Stage it as an overdose (force-feed the issued vial) or a fall (drag a knocked-out target off a height, use G to throw the body in the direction you are looking) — and don't get identified. +50%
No Violence On an overdose job: put them down cleanly (sedative), never a mark on them. +30%
Dispose at Sea Kill with the issued weapon, then throw it in the sea. Keep the weapon instead and you take a penalty. −45% penalty if you keep it

A single job can layer a couple of these. Read the "Terms" on the contract before you commit.


Ways to kill

Almost any citizen in the city can be killed. (Two exceptions are protected as a finite, non-replenishing pool — enforcers and landlords only ever get knocked out, never killed, so you can't wreck your own save. You can turn that protection off in config if you insist.)

Firearms

Six working guns — pistol, silenced pistol, revolver, shotgun, battle rifle, sniper rifle — with real ammo, magazines, and reloading (R). Left-click fires. Highlights:

  • Magazines & reload. Each gun has a mag size and a reload time; keep a reload key bound or you can dry-fire yourself into a corner.
  • Shotgun fires a spread of buckshot (lethal up close, wounding at range) or a single deer-slug (switch with B).
  • Lethality. Shotgun and sniper kill in one hit; a headshot with any gun kills; otherwise it's the two-hit rule (first shot drops, second finishes).
  • Noise. Gunshots alarm anyone who hears them and are remembered as evidence — except the silenced pistol. Drawing a gun at all makes nearby civilians nervous.
  • Casings carry your fingerprint if you're not gloved (the revolver ejects none — the careful killer's choice).

Poison — the syringe

A reusable syringe (3 doses). Jab a target within reach:

  • On a knocked-out target: instant, silent kill.
  • On a conscious target: not instant — they stagger like they're drunk and drop dead about 5 in-game minutes later. Walk away clean before they fall; they can still be seen wandering in the meantime.

Poison — the vial (forged overdose)

A single-use vial. Force-feed it to an already knocked-out target and their death is staged as a self-inflicted overdose ~10 minutes later. Leave the empty bottle as the "evidence." If the coroner sees a beaten-up body, though, it reads as murder, not an overdose — so put them down cleanly first.

Sedative (silent KO)

A sedative (repurposed sleeping pills, 3 uses). Sneak up behind a target (or catch them asleep) with nobody watching and put them out cold — no violence, no marks. This is how you set up a clean forged accident, and how you satisfy the "No Violence" objective. Knocked-out bodies stay down long enough to drag.

Forge a fall

No item needed. Drag a knocked-out body to a stairwell, rooftop, or window, then walk it off the edge or press G to heave it over. A fall of at least 6 metres kills on impact, and the death is re-staged at the landing spot — ruled an accident if you're never identified.

Melee & cripple

Any blunt or bladed weapon works the usual way (blunt knocks out faster, blades slower). Any non-lethal hit also cripples the target — they limp at a fraction of speed for a while, so a runner can't get away.


Getting away with it: the investigation

Every kill you make opens a crime scene — and the game investigates it exactly like one of its own murders. Beating that investigation is the real game.

Witnesses

Anyone who sees the kill, or sees you inside the victim's home afterward, becomes a witness. They don't report instantly — they take a couple of hours to reach the authorities (a bystander who didn't know a crime happened only comes forward once the body is found). Kill or knock them out before their report lands and their testimony dies with them. An unmasked witness who reports names you outright — a guaranteed warrant.

Security cameras

Cameras are witnesses you can't knock out. A camera that sees the kill, or catches you inside the scene, identifies you outright. A camera that only catches you in the hallway near the scene just raises suspicion (and only within a couple of hours of the kill). Two things to know:

  • Darkness defeats cameras. Standing in the dark shrinks how far a camera can see you, using the game's own stealth model — but only down to point-blank (~0.75m always catches you), and turning on your flashlight or running gives you away completely.
  • Your own home's cameras never count against you.

Fingerprints

Touch something and you leave a print — on doors, switches, furniture, the murder weapon. At a cold-case review, the game tallies the prints still at the scene: enough of them (or a printed murder weapon left behind) makes a positive ID.

  • Public places don't count. Streets, lobbies, landings, and open shop floors have too much foot traffic — your prints there are meaningless. But a home is always private (even with a guest pass), and secured back rooms always matter.
  • Second Skin (gloves). The Level-2 reward disk. Once bonded at a sync clinic, you leave no prints at all — including on weapons. There's no toggle; installed means active.
  • The Fingerprint Remover. A cheap spray (available from the start). Hold it, look at something you've touched, and use it to wipe your prints clean (50 wipes per can). The Print Scanner and an on-screen cue show you exactly what you've tainted in a room.

The verdict, the mole, and residual heat

If nobody names you and the forensics fall short, the case goes cold and your prints there are wiped. If you left almost enough to get caught, a mole may v-mail you a tip about what nearly burned you. Too many messy-but-cold kills pile up on a hidden Residual Heat meter; at 80% the Syndicate offers you a "Loose Ends" heist to steal the evidence folder from an enforcer office and clear it — ignore it and at 100% the old cases land on the right desk (fines, and a fresh warrant).


Consequences: the warrant & the manhunt

Get identified and the city comes for you.

  • The warrant. A murder charge issues a warrant (default 48h). A persistent WANTED banner shows the countdown and any fines you owe.
  • The hunt. By default only enforcers who actually see you give chase — no city-wide psychic manhunt. Break line of sight and they lose you.
  • The home raid. Enforcers hit your home once per warrant. If a murder weapon is there, it's seized and fined. If your cruncher is on and logged in, they pull your files — extra fine and a rep hit. Log out and power down before you run.
  • Caught carrying. Get downed while wanted with a murder weapon on you and it's confiscated and surcharged.
  • "Arrest" = getting knocked out while wanted. There's no arrest animation — you wake in hospital, your fines are collected (leaving you a few credits), and the warrant clears. Unpaid fines persist forever; settle them early for 60% anytime before capture.
  • Safehouse breach. Flee into your own locked home while being chased and enforcers will breach it once — your apartment isn't a magic safe zone.

The mask — "False Face"

Your Level-1 reward is the False Face sync disk. Bond it at a sync clinic, then toggle it with N.

  • While worn, no witness, enforcer, or camera can name you — they can only describe "a masked figure." Scenes stay Suspicious, never escalate straight to a warrant.
  • It's not magic. The mask fools eyes, not forensics — prints and weapons still point to you. And a covered face makes people nervous.
  • Don't unmask in front of a live witness/camera of an open case — it retroactively puts your name on the account.
  • Notoriety. Every masked crime that's seen builds your masked persona's infamy (it fades while you lie low). One slip — getting busted masked, or unmasked on camera mid-case — pins the accumulated masked spree onto your real identity. A Persona Wipe service (Supplies app) resets it.

Tools, apps & phone lines

All Syndicate apps live on your home cruncher only.

  • Syndicate app — the store (buy social standing, read your status) and, at Level 3, the contract board.
  • Supplies app — the underworld arsenal: guns, ammo, blades, poison, tools, and the mask/gloves sync disks, delivered by courier to your door (~1h). Discounted below street price and gated by your level.
  • Groceries app — food, drink, and all medical items, delivered for a small markup.
  • Anonymous Tip Line (in your phonebook from the start) — call in a body you've hidden to get it found sooner. It only speeds up discovery; it doesn't clean anything. Handy for pulling a forged-accident payout forward.
  • The Dispatcher — your line to the fixer: check in (onboarding), pull a job early, or go off the books to pause new contracts while you deal with life.

The newspaper

The city paper runs the fallout: bodies found, manhunts, "death ruled an overdose/accident," crime waves, records stolen, suspect in custody. Your work makes headlines with the real names and places.

HUD

A cluster along the top of the screen shows your Syndicate level and a table of your open crime scenes (top-left — undiscovered / under investigation / going cold), your mask status (top-right — the badge doubles in size when worn), and the heat meter (top-center). The WANTED banner and fines line appear when relevant. All of it can be turned off in config.


Compatibility

The Syndicate patches the game's murder, evidence/fingerprint, crime-scene, enforcer, newspaper, and pricing systems deeply. Use that to judge what it will and won't play nicely with.

Generally safe alongside:

  • Standalone cruncher apps (e.g. RealEstateCruncherApp), map/UI/QoL tweaks, cosmetic mods — anything that doesn't touch murders, evidence, or enforcers.
  • Most content that adds items or places, as long as it doesn't rewrite the crime system.

Likely to conflict — avoid running together:

  • Other kill / weapon mods, or anything that changes how the player deals lethal damage — they fight The Syndicate's shared kill pipeline.
  • Murder, evidence, forensics, or case/investigation mods — The Syndicate runs its own crime-scene, fingerprint, and warrant logic and will overlap or double up with them.
  • Mods that change the fingerprint/print system specifically.

Heads-up (works, but be aware):

  • The Syndicate applies a global price multiplier to guns, ammo, and gear at load — it affects every vendor, not just its own shop. If you run another economy/pricing mod, the two multipliers stack. Tune [Supplies] multipliers to taste.

When in doubt on a beta: test a new combination on a throwaway save first.


Configuration

Everything is tunable in BepInEx/config/Kropath.TheSyndicate.cfg (editable by hand, or in-game with the BepInExConfigManager plugin). A few knobs people reach for first:

  • [Supplies] GunPriceMultiplier / AmmoPriceMultiplier / GearPriceMultiplier — global prices too high/low? Set them here.
  • [ContractEconomy] ContractBasePayout — scale all contract pay.
  • [Manhunt] WarrantDurationHours, [Enforcers] MurderFineAmount — how punishing getting caught is.
  • [Enforcers] HuntModeEnforcerPursuit (only enforcers who see you) or GlobalIllegal (vanilla city-wide wanted).
  • [Debug] Enabled — leave off for normal play (see below).

[Debug] Enabled (default: false). Developer mode. Off, the mod runs normally and keeps citizen names/addresses out of the log file. On, it enables an in-game debug/test overlay and verbose logging. Normal players should leave this off.

Full configuration reference (every key)

[Manhunt]

Key Default Meaning
WitnessReportMinHours 2 Min in-game hours a witness takes to report a murder
WitnessReportMaxHours 2 Max in-game hours a witness takes to report
WelfareMinHours 24 Min hours before an unseen body is found by a welfare check
WelfareMaxHours 48 Max hours before a welfare check finds an unseen body
SceneColdHours 8 Hours a discovered-but-unsolved scene stays open before going cold
WitnessInterviewHours 2 Hours after the official report before pending witnesses are interviewed
WarrantResolveHours 2 Grace hours after a positive ID before the hunt actually begins
WarrantDurationHours 48 How long an issued warrant stays active
RequirePlayerInsideScene true Only count scene witnesses when you're physically inside the scene apartment
BodyDiscoveryRequireLineOfSight true Require a line-of-sight ray for an NPC in another room to spot a body
WelfareRaidEnabled true Dispatch an enforcer welfare check when the welfare window lapses
WelfareRaidDelayHours 0.25 In-game hours between the welfare call and enforcers setting out
WelfareRaidForceCrimeScene false Pre-flag the welfare response as a crime scene

[Evidence]

Key Default Meaning
FingerprintIdHeatThreshold 25 Total fingerprint heat at a scene that alone forces a positive ID
FingerprintIdCountThreshold 4 Distinct fingerprinted objects that alone force a positive ID
FingerprintMinHeat 3 Minimum random heat weight per fingerprint left
FingerprintMaxHeat 12 Maximum random heat weight per fingerprint left
SuppressNativePlayerPrints true Hide the game's always-on native player fingerprint on owned/carried items

[Heat]

Key Default Meaning
ResidualHeatEnabled true Master switch for the cumulative residual-evidence heat meter
ResidualHeatPerMurderMax 0.20 Max fraction a single cold-but-messy murder can add to the meter
HeistOfferThreshold 0.80 Meter level at which the heist offer fires (clamped 0.10–0.95)
ResidualFinePerMurder 1000 Fine per murder that fed the meter once it hits 100%
ResidualWarrantAt100 true Also issue a warrant at 100% meter, alongside fines
MoleEmailEnabled true Send a mole v-mail itemizing what fed the residual heat when a case goes cold

[Heist]

Key Default Meaning
Enabled true Enable the "Loose Ends" evidence-folder heist at ~80% meter
BackroomPercent 80 Chance (%) the folder spawns in the secure backroom vs a desk (0–100)
FolderPreset "SealedEnvelope" Item preset spawned as the stealable evidence folder (blank = auto)

[News]

Key Default Meaning
Enabled true Enable custom front-page newspaper stories + ticker headlines
FreshHours 48 Hours a Syndicate news beat stays eligible for the front page
RoundupWindowDays 3 Day window the "crime wave" round-up story counts kills over
RoundupMinKills 3 Min distinct victims in the window before the round-up story runs
SecondaryStory true Allow a second Syndicate beat in the article-2 slot

[MaskNotoriety]

Key Default Meaning
Enabled true Master switch for the masked-persona notoriety system
DecayPerDay 0.15 Notoriety lost per in-game day of lying low
IncidentBase 0.10 Base notoriety added per masked crime that's seen
IncidentMax 0.30 Cap on notoriety from a single masked incident
WitnessWeight 0.15 Added fraction per witness beyond the first (capped at 4 extra)
PublicPlaceMult 1.5 Multiplier when the masked crime is in a public place
DaytimeMult 1.25 Multiplier when the masked crime is in daytime
NerveDrainMult 4 Extra nerve-drain multiplier at full notoriety for civilians who see the mask
RedisguiseCost 2500 Cost of a "Persona Wipe" from the Supplies app
RedisguiseDrop 1.0 Notoriety removed per Persona Wipe (1.0 = full reset)
RedisguiseClearsHistory false Whether a Persona Wipe also erases masked-incident case files
MergeMinColdShare 0.25 Share of the cold masked spree merged onto you on a slip at zero notoriety
MergeFineBasePercent 50 Per-merged-incident fine as % of the murder fine at zero notoriety
MergeFineNotorietyPercent 50 Additional per-incident fine %, scaled by notoriety
BustedDestroysMask true Getting busted while masked confiscates the mask disk
EnforcerSoftStopEnabled false Enforcers give a soft "stop and look" at high notoriety
EnforcerSoftStopThreshold 0.5 Minimum notoriety before enforcers start eyeing the mask
EnforcerSoftStopRange 12 Metres within which a seeing enforcer reacts to the notorious mask
EnforcerSoftStopCooldownSeconds 90 Per-enforcer cooldown between soft-stop looks

[Echelons]

Key Default Meaning
RepairEchelonFloors true Repair high-security "echelon" floors' stale trespass flag on load (vanilla bug fix)

[Cripple]

Key Default Meaning
Enabled true Non-lethal hits make an NPC limp for a while
SpeedMultiplier 0.3 Speed fraction while crippled (clamped 0.05–1)
DurationSeconds 90 Real seconds a cripple lasts
BloodTrailEnabled true Crippled NPC leaves a light blood-drip trail (visual only)

[Cameras]

Key Default Meaning
Identify true Cameras that see the murder or you inside the scene identify you outright
NearSceneHeat 15 Heat added when a common-area camera catches you unmasked near a scene
NearSceneFreshWindowHours 2 Hours post-kill a common-area camera sighting still adds suspicion (0 = always)
SweepEnabled true Dispatch a brief enforcer sweep to where a wanted/masked player was camera-spotted
RespectDarkness true Cameras honor the game's own light/stealth model (darkness can defeat detection)
ForgeViolenceHeat 10 Investigation heat added when a forged death is staged over a beaten body

[Hud]

Key Default Meaning
ClusterEnabled true Show the Syndicate HUD cluster (mask, level, heat)
SceneTableEnabled true Show a table of open crime scenes under the level badge

[Enforcers]

Key Default Meaning
HuntMode EnforcerPursuit How enforcers turn hostile while wanted (EnforcerPursuit / GlobalIllegal)
PursuitResponseRange 5 Response range for recruiting additional enforcers on acquisition
PursuitMaxDistanceMeters 50 Max distance to consider an enforcer for the per-tick sight check
PursuitRequireLineOfSight true Require a physical line-of-sight ray before an enforcer/witness sees you
MurderFineAmount 2000 Credits added to the fine ledger per identified murder
IllegalRefreshSeconds 30 Seconds the "illegal" hunt flag lasts per refresh while warranted
StakeoutEnabled true Send enforcers to your home on a warrant
HomeRaidDelayHours 0.05 In-game hours before enforcers set out for your home
StakeoutGuardHours 24 Game-hours per guard-duty shift at your home
StakeoutForceCrimeScene false Dispatch the home raid as a crime scene (tape + guard)
RepPenaltyOnIdentifiedContract 25 Rep docked for being identified killing a Syndicate contract target
RepPenaltyOnIdentifiedRandom 10 Rep docked for being identified on a non-contract kill
HitmanLevelPenaltyOnIdentified 0 Reserved hitman-level knock on being identified (0 = off)
RepMessageDelaySeconds 20 Delay before the "standing took a hit" toast
SafehouseBreachEnabled true Dispatch one breach+sweep when hunters see you flee home during a warrant

[Fines]

Key Default Meaning
FineMinimumBalance 5 Credits always left in pocket when fines are collected
FineEarlyPayoffPercent 60 Percent of total owed to settle fines early, before capture
RaidWeaponSeizureEnabled true Home raid seizes a found murder weapon and surcharges its fine
RaidWeaponSurchargePercent 50 Surcharge % of the murder fine per seized weapon
CarryWeaponSeizureEnabled true Confiscate a carried murder weapon and surcharge its fine if busted
CarryWeaponSurchargePercent 50 Surcharge % per confiscated carried weapon
CruncherRaidPenaltyEnabled true A raid finding your cruncher on & logged in surcharges the fine and docks rep
CruncherRaidSurchargePercent 25 Cruncher-exposure fine surcharge %
CruncherRaidRepLoss 5 Rep docked for cruncher exposure during a raid

[Contracts]

Key Default Meaning
RepPenaltyOnContractCancel 5 Rep docked for cancelling an active contract
CaseBoardEnabled true Give each accepted contract a pinboard case
AutoCollectHours 24 Hours after payment becomes collectable before the fixer auto-wires it
AutoAssignMaxLevel 2 Highest Syndicate level at which the fixer auto-assigns contracts
MaxConcurrentContractsL3 3 Max active contracts once the L3 board unlocks
OfferBoardSize 8 Number of offers the L3 board holds (1–8)
RefreshBoardCooldownHours 6 Hours between manual board refreshes
OfferLifetimeHours 48 Hours an un-accepted listing stays before being replaced
ContractCooldownHours 12 Hours after a contract closes before the next auto-assigned job
FirstContractDelayHours 1 Hours after becoming eligible before the first auto-assigned contract
DeadlineHours 48 Hours the optional deadline objective allows (min 24)
CloseToastEnabled true Show a toast after a contract closes telling when the next job lands
EnableNoViolenceObjective true Allow forge jobs to carry the optional "no signs of violence" bonus
NoViolenceChancePercent 35 Percent chance a forge job carries the no-violence bonus

[TipLine]

Key Default Meaning
Enabled true Enable the anonymous tip line to call in a hidden body sooner
Number 9008477 The tip line's phone number ("900-TIPS")

[PauseLine]

Key Default Meaning
Enabled true Enable the Dispatcher line
Number 9007378 The Dispatcher's phone number ("900-REST")

[Onboarding]

Key Default Meaning
Enabled true Master switch for the onboarding flow (intro v-mail, gated contracts, check-in)
FirstJobAfterActivationHours 2 Hours after check-in before the first contract lands (0 = immediate)
CheckInReminder1Minutes 30 Minutes after the intro v-mail before the first check-in reminder
CheckInReminder2Minutes 60 Minutes before the second/final check-in reminder

[ContractEconomy]

Key Default Meaning
ContractBasePayout 900 Base of the payout formula (payout = base × difficulty × info × bonuses)
DiffMultT2 1.7 Difficulty multiplier for Tier 2 contracts
DiffMultT3 2.8 Difficulty multiplier for Tier 3 contracts
InfoMultPartial 1.5 Payout multiplier for a partial-lead offer
InfoMultCold 2.2 Payout multiplier for a cold-lead offer
InfoFullPctT1 60 Tier-1: percent of offers with a full dossier
InfoPartialPctT1 40 Tier-1: percent with a partial lead
InfoFullPctT2 40 Tier-2: percent full
InfoPartialPctT2 45 Tier-2: percent partial
InfoFullPctT3 15 Tier-3: percent full
InfoPartialPctT3 50 Tier-3: percent partial
InvestigationBias 0 Global shifter toward Full vs Partial/Cold offers (−50..50)
ObjChanceZero 45 Percent of contracts with zero optional objectives
ObjChanceOne 40 Percent with exactly one optional objective
BonusClean 0.25 Payout fraction for the clean/no-ID objective
BonusDeadline 0.2 Payout fraction for meeting the deadline
BonusPhoto 0.3 Payout fraction for the photo-of-body objective
BonusSuicide 0.5 Payout fraction for the forge-accident objective
BonusPoison 0.35 Payout fraction for the poison-kill objective
EnablePhotoObjective true Allow the photo-of-body objective to roll
EnablePoisonObjective true Allow the poison-kill objective to roll
EnableSuicideObjective true Allow the forge-accident objective to roll
EnableDisposalObjective true Allow the weapon-disposal-at-sea term to attach
DisposalContractPercent 25 Percent of eligible contracts carrying the sea-disposal term
DisposalPenalty 0.45 Fraction of the base fee lost for keeping the weapon instead of dumping it
DisposalMinLevel 0 Lowest Syndicate level at which the sea-disposal term attaches
DisposalWeaponList Syringe,KitchenKnifeLarge,CombatKnife,Truncheon,BasBouleBat,VintageSword,Katana Presets that may be issued for a sea-disposal job
EnableFallForge true Allow the forge-accident objective to roll its "forge a fall" variant
FallVariantPercent 40 Percent of forge-accident jobs using the fall variant
BonusNoViolence 0.3 Payout fraction for a forge kill with no signs of violence

[Fall]

Key Default Meaning
FallKillsEnabled true Enable fall-damage kills from dragging a KO'd citizen off a height
LethalFallHeight 6 Metres a dragged body must fall to die
HeaveKey G Key to heave a dragged KO'd body in the look direction (None = disabled)
HeaveSpeed 6 Launch speed (m/s) of a heaved body
DragLiftAssist 0.8 Lift assist (0–1) while dragging a KO'd body
FallSceneAtLanding true Re-anchor the crime scene to where the corpse comes to rest
FallAntiSnagEnabled true Give a mid-air-snagged falling body a downward shove
FallAntiSnagForce 6 Downward shove speed (m/s) to dislodge a snagged body

[Cleanup]

Key Default Meaning
HomeVacateEnabled true Quietly vacate an away-killed victim's home after a delay
HomeVacateDelayHours 24 Hours after case resolution before the empty home is vacated

[Combat]

Key Default Meaning
KODurationMultiplier 3 Multiplies rolled-KO duration (vanilla base ≈1 in-game hour)
BluntKOMultiplier 1.6 Scales blunt-weapon per-hit damage (fewer hits to KO)
BladeKOMultiplier 0.6 Scales bladed-weapon per-hit damage (more hits for a non-lethal KO)

[Progression]

Key Default Meaning
Level1Rep 20 Rep needed to reach Level 1
Level2Rep 50 Rep needed to reach Level 2 (also the Tier-2 boundary)
Level3Rep 100 Rep needed to reach Level 3 (also the Tier-3 boundary)
Level1Reward 500 Credits paid on first reaching Level 1
Level2Reward 1500 Credits paid on first reaching Level 2
Level3Reward 4000 Credits paid on first reaching Level 3

[SocialCredit]

Key Default Meaning
SocialCreditPerToken 350 Native social credit gained per standing purchase
SocialCreditPurchaseMoneyCost 500 Credits charged alongside the hit token per purchase

[Supplies]

Key Default Meaning
Enabled true Enable the Syndicate Supply app
DiscountPercent 20 Discount % off an item's street value (0–90)
DeliveryHours 1 Hours from checkout to courier delivery
GroceriesEnabled true Enable the bonus Groceries delivery app
GroceriesMarkupPercent 10 Delivery markup % on grocery items (0–500)
GearPriceMultiplier 3.0 Global price multiplier on the non-gun/non-ammo gear bucket
AmmoPriceMultiplier 3.0 Global price multiplier on ammunition
GunPriceMultiplier 7.0 Global price multiplier on firearms

[Firearms]

Key Default Meaning
Enabled true Enable player weapon-firing
HeadshotLethal true A headshot with any gun kills outright
HeadshotRadius 0.35 Metres a bullet must land near the head anchor to count as a headshot
HeadshotDebug false Diagnostic per-pellet headshot logging
OneShotWeapons Shotgun,SniperRifle Gun presets whose body shot kills outright
Accuracy 1.0 Aim precision (0–1)
MinFireCooldownSeconds 0.4 Floor under the native per-weapon fire cadence
ConsumeAmmo true Require and consume one matching ammo item per shot
SpawnCasings true Leave a spent casing (carries your print if ungloved) per shot
FireKey None Optional alternate fire key (left-click already fires)
MeleeKey None Optional key to pistol-whip with a held firearm
Recoil 15 Camera recoil kick per shot
PoseLab false Debug-only first-person pose tool
ReloadKey R Key to reload the held gun
ReloadSeconds 2.5 Seconds a reload takes
MagazineSizes (per-gun list) Per-gun magazine capacity (unlisted gun → 8)
AmmoBoxSizes (per-box list) Rounds per ammo box (unlisted box → 12)
AmmoHud true Show a magazine/reserve readout while a gun is drawn
AutoFireWeapons BattleRifle Guns that fire full-auto while holding fire
AutoFireIntervalSeconds 0.12 Seconds between shots for an auto weapon
AutoRecoilScale 0.4 Recoil multiplier for auto weapons
ShotgunPellets 6 Pellets per shotgun shell
ShotgunSpread 0.06 Shotgun pellet spread (0 = none)
ShotgunLethalPellets 3 Pellets that must strike one citizen for a lethal shotgun hit
ShotgunAmmoSwitchKey B Key to switch shotgun shell type (buckshot/slug)
DrawnGunDread true Nearby citizens lose nerve near a drawn gun
DrawnGunNerve -0.05 Nerve drained per tick from nearby citizens while a gun is drawn
DrawnGunRange 8 Range (m) citizens feel drawn-gun dread
GunshotsAlarm true Gunshots alarm citizens who hear them
AlarmExemptGuns SemiAutomaticPistolSilenced Guns whose shots don't alarm hearers
GunshotSpook 0.2 Min nerve drop for hearing a gunshot
RoomTurnOnHit true A non-lethal gunshot rouses the victim's whole room to pursue you
RoomTurnRange 10 Range (m) whose occupants turn on you
InteractYieldDistance 2 Distance an interactable under the crosshair yields the trigger-pull to interaction

[Mask]

Key Default Meaning
ToggleKey N Key to toggle the False Face mask
ScareCivilians true Nearby civilians lose nerve while the mask is worn
ScareNerve -0.02 Nerve drained per tick from nearby civilians while masked
ScareRange 8 Range (m) civilians feel masked-figure dread
ScareEnforcers false Whether the mask scare also unnerves enforcers
MaskedDescriptionHeat 12 Heat added once per scene when a masked witness reports
UnmaskInViewIdentifies true Unmasking while a witness/camera of an open case watches converts them to a positive ID

[Poison]

Key Default Meaning
Enabled true Enable the poison items (syringe + vial)
SyringeDoses 3 Kills per syringe before it's spent
VialDoses 1 Forced overdoses per vial
UseRangeMeters 2.0 Reach (m) for aiming the syringe/vial
PromptOverride true Swap the interaction prompt to "Inject"/"Force-feed"
UseCooldownSeconds 1.2 Min real seconds between poison uses
SyringeKillDelayGameMinutes 5 In-game minutes a conscious syringe target stays alive (0 = instant)
SyringeStaggerDrunk 0.6 Stagger amount applied at the jab (0–1)
ForgeDelayMinutes 10 In-game minutes between vial force-feed and overdose death

[Fingerprints]

Key Default Meaning
RemoverCharges 50 Charges in one Fingerprint Remover (spent only on a wipe)
RemoverPreset "CleaningSpray" Vanilla item preset the remover reuses
WipeRangeMeters 2.0 Reach (m) to wipe prints off an object
NoPrintPresets "DoorUnderneathPeek" Interactable presets that never leave a print (peek/observe actions)

[Sedative]

Key Default Meaning
Enabled true Enable the sedative stealth-KO item
Preset "Sleeping Pills" Vanilla item preset the sedative reuses
UseRangeMeters 2.0 Reach (m) to apply the sedative
BehindDot -0.25 How far behind the target you must be (lower = stricter)
Doses 3 Stealth takedowns per sedative pack
PromptOverride true Prompt reads "Sedate" when a clean takedown is available

[Protection]

Key Default Meaning
ProtectFiniteNPCs true Enforcers/landlords are never killable — only knocked out
ProtectLastCompanyWorker true A company's last living employee is never offered as a contract target

[General]

Key Default Meaning
DisableConsoleQuickEdit true Disable Windows console QuickEdit to prevent a game-freeze stutter
SightCheckIntervalSeconds 1.5 Seconds between crime-scene perception/report checks
VerboseLogging false Emit detailed diagnostic logging (turn on for a bug report)
MessageGapSeconds 4 Min seconds between consecutive on-screen toasts

[Debug]

Key Default Meaning
Enabled false Developer mode: enables an in-game debug overlay and full logging. Leave off for normal play.

Reporting a bug

  1. Set [General] VerboseLogging = true in the config (and, if you can reproduce it, [Debug] Enabled = true for extra detail).
  2. Reproduce the issue.
  3. Grab BepInEx/LogOutput.log and a description of what happened and what you expected.
  4. Post it on the mod's Thunderstore page or the Shadows of Doubt modding Discord.

Tell me your build, your other installed mods, and whether it happens on a fresh save.


Credits

The Syndicate is built on BepInEx and SOD.Common (Venomaus). Shadows of Doubt is by ColePowered Games. Thanks to the Shadows of Doubt modding community.

Enjoy the work. Tidy up after yourself — cold is fine, a trail is not.