Districts are made of settlements
Every player base sits on one shared global map. It is split into districts, each made of settlements, and a district level changes which features and goods are available there.
ROB RUN splits into two kinds of ground. Looty Bay is the heist city with banks, fences, cops and the Parking Terminal. Beyond it lies the desert: one global map of player bases, settlements and districts where there is no law and a death costs every item you carry.
Filter by zone or search a name, then pick a location to read its role and risk.
Every Hobo starts here. Lenny teaches the core mechanics, sells Black Market goods and holds your cash while you have no base.
Pick any name in the register to swap this file.| Location | Type | What you do there | Risk |
|---|---|---|---|
| Looty Bay | City | Main heist city: robberies, deals, armored raids and police chases. | PvP once masked; real-player cops patrol and respawn here. |
| Lenny's Motel | Hub | Start point for Hobos, cash storage, Black Market purchases and core-mechanics lessons from Lenny. | Safe base of operations for new players. |
| Bar | Hub | Neutral hub to store a little loot, meet players, make deals and play roulette. | Safe: the local shot-caller controls the turf. |
| Looty Bay Police Station | Service | Enlist as a cop when slots are open; standard gear and a patrol vehicle are issued. | Cop role: department gear only at risk. |
| Looty Bay Bank | Service | Open a bank account as a Civilian so laundered money becomes theft-proof. | Visit unmasked as a Civilian. |
| Fence van ($ marker) | Service | Sell valuables to the fence; grab your cash off the counter immediately. | Unclaimed cash on the counter can be stolen or confiscated. |
| Parking Terminal | Service | Rent a car for free when you have no active vehicle. | Rental is the starting ride for everyone. |
| City auto repair shop | Service | Swap car modules without a lift at your base. | City location; a base lift replaces it. |
| ATM | Service | Withdraw banked cash; ATMs also get restocked with fresh cash. | Withdrawn cash becomes stealable again. |
| Corner stores | Heist target | Small, quick targets for low-value loot. | Disable alarms and intimidate staff. |
| Jewelry shops | Heist target | Mid-size targets for valuables to fence. | Rival Criminals or a patrol car can arrive mid-heist. |
| Bank vaults | Heist target | High-value target; payout depends on gear, keys and prep. | Highest police attention. |
| Police armories | Heist target | High-value target for weapons and gear. | Inside cop territory. |
| Dumpsters | Loot spot | Loose cash spawns; the launch patch increased the amount. | Low risk, low value. |
| Nightclub | Venue | City nightclub location named in the store content notes. | No gameplay role documented. |
| Desert | Region | Global map of player bases, settlements and districts. | Lawless: any player can kill you and death loses all loot. |
| Settlements | District unit | Owned settlements rent base plots; owners collect taxes. | Neighbours can attempt break-ins. |
| Sales Center (district hub) | Hub | Central district hub where residents sell loot, often for more than in Looty Bay. | Popular spot, frequent ambushes. |
| Highlands (central district) | District | Seat of the Shadow Governor's clan; helicopters are only sold to bases here. | Most contested district on the map. |
| Prison | Travel | Click Surrender to Feds to switch servers and join a friend's party. | Server switching point. |
Districts, settlements and hubs decide where bases go and where loot sells.
Every player base sits on one shared global map. It is split into districts, each made of settlements, and a district level changes which features and goods are available there.
The central hub of every district buys loot, often for more than the Looty Bay fence pays. That price gap makes hubs busy, and busy hubs attract ambushes.
Special structures on the map give nearby settlements defense, business bonuses or discounts, so two plots in the same district can play differently.
What decides whether you can take a plot, and what owning one means.
| Rule | What it means for you |
|---|---|
| Owner required | You can only rent a plot in a settlement that already has an owner. |
| Plot documents | Level 2 and 3 district plots need special documents bought on the Black Market. Since launch, Tier 1 settlements and rentals also cost documents. |
| Owner security | Nobody can take a settlement away from its owner before the weekly wipe. |
| Taxes | Owners take a cut of what tenants spend and launder, and they have to collect it in person. |
| Neighbours | Other residents of the settlement can attempt break-ins on your base. |
| Highlands | The central district belongs to the Shadow Governor's clan, and only bases there can buy a helicopter. |
If a settlement turns out to be a bad fit, you can move your whole base and everything in it at any time.
The zone you die in decides what you lose.
Putting on a mask makes you fair game for PvP, and the patrol cops are real players who respawn in the city. Surrender, a bribe or a city death each have their own loss rule.
Cops →No police operate outside the city. Any player can try to kill you, and a death in the desert always takes all the loot you carry, whatever your role.
Loot Loss rules →