Getting started
UDaPimp is a management game: you run a House of the night, you place your girls where they earn, and you keep them happy long enough for it to last. This chapter covers the loop, the screens and the currencies — the rest of the manual builds on it.
The game loop
The whole game comes down to four gestures that chain into each other, over and over. Everything else — duels, contracts, prestige — grafts onto it, but never replaces it.
- Assign. You place a girl on a slot — a street, or a spot inside a building. She starts working on her own, even while you are away.
- Collect. She serves clients and fills her satchel. A full satchel earns nothing more: you have to come and empty it.
- Rest. Working costs Endurance and Happiness. Rest gives back Endurance, and only Endurance. An exhausted girl earns less; an unhappy one earns even less, gets stolen, and eventually leaves.
- Invest. The Cash you earn buys slots, buildings, levels and permits — which raises what the next round will pay.
Worth knowing
The game runs without you, but not forever: offline progress is caught up when you return, up to a ceiling of a few dozen hours. Past that, the extra time is lost — five minutes a day beats three hours a week.
The four screens
The bottom bar carries only the essentials. Everything else lives in HQ or the Shops, and opens up as you go.
| Screen | What you do there |
|---|---|
| Home | The launcher: your game modes, your alerts, and the tutorial while it lasts. |
| PimpChat | Your girls text you. They ask, complain, offer. Answering changes their Happiness — the only screen where the game speaks first. |
| Collection | Your roster: who works, who rests, who is available. This is where you collect, assign and level up. |
| City | Your four districts, your slots and your buildings. The game board. |
| HQ | The Album and its keepsakes, your operations, the settings — and this manual. |
The currencies
Four currencies, and they do not do the same jobs. Confusing their roles is the costliest beginner mistake: Cash comes back, Stars come back far more slowly.
| Currency | Where it comes from | What it buys |
|---|---|---|
| Cash | Your girls working, contracts, duels. | Slots, buildings, card levels, permits. It is the lifeblood, and it has no ceiling. |
| Influence | Missions, contracts, the Gala, Trials, duels and season rewards. | The Counter: Cassettes, Rings, Gold cards. One rotation costs more than a week of income — you take one line, not everything. |
| Stars ★ | Converted duplicates, recruitment tiers, first duel wins. | Awakening your cards, and nothing else: 10, 25, 50, 100 then 200 ★ per tier. A per-card sink, hence bottomless on a large roster. |
| Golden Records | Prestige, and nothing else. | The prestige tree, whose effects survive a city change. |
The catch
Cash does not travel between cities at Prestige. Whatever sits in your account when you make the jump is gone: spend it first, or you earned it for nothing.
Your first hours
The Mentor guides you through seven steps. Each is validated by the matching action, never by a “next” button: you cannot skip through the tutorial without playing.
- Meet Sugar. Your first girl. The Mentor makes the introductions.
- Assign her to a street. Head to the City, Suburbs district, on the street you were given.
- Collect. Full satchel, then rest, then collect: the whole loop, once through.
- Answer a PimpChat. One message, one answer. Your choices count from that one on.
- Win a recruitment game. Your second card is won by deduction, not by pure chance.
- Buy a 2nd street and a Rest Lounge. Room to work, somewhere to breathe.
- Say hello on La Ligne Ouverte. The public channel between players. One message, and you exist for the other Bosses.
Worth knowing
Stuck on the recruitment step with no ticket? Missions hand them out. The game redirects you there on its own when it detects the dead end.
The vocabulary
A few words the game uses without defining, and that recur throughout this manual.
| Term | What it means |
|---|---|
| Satchel | What a girl has earned and not yet handed over. Full, she stops earning — and her mood starts dropping. |
| Lineage | A card’s template: its name, base stats, signature move. Two cards of the same lineage are duplicates. |
| Awakening | What a duplicate grants the card you already own, instead of cluttering the roster. |
| Steward | A Shadow Path girl assigned to a post rather than to work: she does not earn, she improves the others. |
| Heat | Police attention on a district. It climbs on its own, costs you income, and ends in a raid. |
| Prestige | Starting over in a harder, richer city, keeping permanent bonuses. |
