Mechanics

Saints Row's reboot is a business sim wearing a rocket launcher. The money that buys better guns and cars comes from fifteen fronts you place on the Empire Table, the passive perks that keep you alive come from challenges, and the vehicles that make the city fun only reach their potential once JimRob's Garage and its signature abilities are unlocked. This guide walks our Saints Row systems coverage from the Empire Table outward: the venture ladder and every business on it, the challenge and perk economy, the garage, towing and the crew phone, and finally the difficulty screen that tunes it all. The vehicles you collect along the way are in our collectibles and vehicles guide, and the venture mission chains are broken down in our missions guide.

The Criminal Empire ladder

Ventures unlock after the main mission Networking, when the Empire Table appears in the church HQ. Each venture is a building you place in one of the 15 inner-city districts (the four desert districts and the lake district are off limits), it pays an hourly income into the Cash app, and it comes with a mission chain and a set of district threats. Costs and income climb with each tier, and the tiers themselves gate on how many ventures you have built and finished.

TierHow it unlocks
1Automatically after Networking
2Build 3 ventures and complete the mission Drawing Heat
3Build 6 ventures with 2 completed, and finish The Body of Evidence
4Build 10 ventures with 5 completed, and finish Good Cop / Bad Cop
5Build all 15 ventures, finish the main story, build the Saints Tower for 5,000,000 dollars and play Let's Build a Skyscraper

Our criminal ventures page lists every business with its price, income range, rewards and mission type. Grouped by cost, which is how they fall into tiers:

VentureCostIncome per hour, start to maxThe mission chainStandout rewards
JimRob's GarageFree1,000 to 3,000Steal ten vehicles for JimRobVehicle Delivery ability, JimRob's Attrazione
Shady Oaks30,000 (free if it is your first)1,250 to 3,750Six Insurance Fraud runsRoadkill Responder, Guitar Case Launcher, calling Tamira for fraud anywhere
Chalupacabra30,0001,250 to 3,750Steal four food trucksCostume Taco
Bright Future30,0001,250 to 3,750Steal 13 toxic-barrel trucks without popping the barrelsToxic Waste Truck, Hazmat Suit
Castle Kraken30,0001,250 to 3,750The LARP chain: The Dustmoot, The Rod Warrior, Unto the BreachDustrider, Dustlander costume, D20
Eurekabator!100,00015,000 to 45,000Test gadgets and weapons at marked spotsHoverboard trophy
Laundromat100,00015,000 to 45,000Clean Up Crew: deliver cars to the quarry and flip them to the excavatorLaundromat Van, Interstellar Phone Booth
Wuzyerz Repo100,00015,000 to 45,000Tow marked objects back to the yardWuzyerz Tow Truck, the Miami
Cutting Edge400,00046,000 to 138,000Photograph 15 specific objectsCutting Edge body suit and coat, Vat of Fabulous
KAKTS Radio400,00046,000 to 138,000Take radio towers by calling in and beating a gang or the policeCactus Bat, KAKTS Radio Van, Call-in Jammer
The Big One400,00046,000 to 138,000Six Mayhem sites: wreck property with launchers, tanks, helicopters and the VTOL on a timerMaximillian, Nuke Mount, auto-reinflating tires
First Strike Dojo1,600,000160,000 to 480,000Five Protection Racket fightsFirst Strike Saguaro, the gi, Training Dummy
Let's Pretend1,600,000160,000 to 480,000Five heists: photograph the building, start the job, drive the getawayPinata Launcher, Space Suit
Planet Saints1,600,000160,000 to 480,000Steal 12 trucks; police join after the fourthSaints Attrazione, Oppressor, Estrada and Grandad, AI Driver
Saints Tower5,000,0001,280,000 to 1,920,000Build it once Tier 5's prerequisites are met and talk to the manager on the roofSaints Titan, Hammerhead, Discordia, Limousine and Tornado, Wingsuit Boost

Every completed venture also pays 5,000 XP and 30,000 dollars along with a crew outfit and a collectible sign. Placing a venture unlocks that district's threats, small fights marked with brass knuckles: Idols vandals and stashes, Marshall drones, police surveillance vans, Panteros cars and muscle. Clearing them raises the venture's hourly income, so do them as you build.

Challenges and perks

Perks are the game's passive abilities, and the only way to earn them is through challenges. Our challenges guide lists all of them in the order the game hands them out: roughly 74 challenges for 34 perks, which means you can skip the hardest third and still collect every perk. Challenges open after Making Rent, the third main mission, with more appearing as you level and each completed venture adding its own set. A few are worth knowing before you play, because they are easy to fail or expensive to set up.

ChallengeWhat it asksWhy plan for it
Nothing Stronger Than Family15 vehicle kills with Neenah, 5 skull-marked mini-bosses at five stars with Kev in the car, 100 kills with Eli alongNeeds the right passenger each time
Wing ItBounce Boost off 6 people inside 30 seconds in one attemptA single-try objective
CrankedBuy the MDI-12 Stun Baton for 10,000 dollars and stun 15 Marshall; buy an Electrostun P1200 and stun 15 policeTwo purchases before you start
They See Me Rolein'Dustlander Revolver, Shotgun and Crossbow kills after The Dustmoot and The Rod WarriorLocked behind the Castle Kraken LARP chain
Sunday and Tanks for PlayingDestroy 15 vehicles of each gang with a tank, then more with the Adversary and MDI-344TTanks unlock after the 30th mission, The Severance Package
Tax Payer Dollars at WorkCrush 30 vehicles and 100 enemies with the VTOL and pull 50 barrel rollsThe VTOL only arrives after Showdown or from a Marshall facility
KAKTS RadioSurvive 1,200 seconds at maximum wanted level and stop 20 call-insThe Call-in Jammer from the same venture helps
The Big OneUnlock Maximillian and crush 50 vehicles with itComes with the 400,000-dollar venture
Globetrotter100,000 metres on foot and 300,000 drivingAccumulates over the whole game, do not grind it

Vehicles: the garage, signature abilities and towing

Vehicle upgrades open when the main mission A Piece of the Action gives you JimRob's Garage in West Providencia and a cut of its profits. Our vehicle customization page runs through the menus for the more than 80 customizable vehicles: presets, paint (body and trim, rims, decals, windows, interior, age and grime, underglow), body mods (bumpers through wheel covers), tires, the engine, horn and transmission sounds, an equipment slot for nitrous, an off-road kit or a tow cable, and a performance kit that can be bought three times per vehicle. Some upgrades only come from side hustles or from stealing specific cars and bringing them back to JR.

Each vehicle also has a signature ability, unlocked by a stunt. Our barrel roll page covers the common one: launch off a cliff or ramp at speed, pull the handbrake with L2 in the air, then push the left stick left or right while pressing X or A, and land it three times to unlock the Jump ability and the Spins trophy. The car-to-wingsuit challenge unlocks others: build speed on an empty or downhill road, hold Triangle, Y or E to climb onto the roof, then press X, A or F immediately to open the wingsuit above the car; even dying afterwards counts, and the vehicle you used gains its ability, which can be an ejector seat, a jump or an air boost.

Towing needs a tow cable, bought at your base or JimRob's equipment section for 7,500 dollars, or the Wuzyerz Repo tow truck, called the Shaft. Approach the target, press R1 or RB to bring up the rear-view towing guide, line the guide up inside the object until it turns green, press again to attach, and press once more to release. Only objects that turn green can be towed, which covers almost every vehicle and not much else, and handling suffers badly with a load. If the cable refuses to fire, hold the button, and failing that reload a save or switch vehicles.

Dressing the crew

Crew customization arrives after you unlock the headquarters and finish Aggressive Recruiting. In the HQ bar right of the entrance, the glass-cased Saints Crew telephone opens a menu for your members' looks, clothes and vehicles, with themed sets from 80s styles to sporty and gangster outfits, as our crew customization page describes. The venture rewards above add crew outfits for every business you complete.

Difficulty presets and sliders

Difficulty can be changed at any time, and our difficulty settings page explains both layers: five presets and seven sliders that reshape any of them. Higher settings pay more rewards and XP.

PresetWho it suits
TouristA relaxed run with almost no challenge
HustlerBeginners who want a small step up
EntrepreneurThe default and the balanced choice for story plus challenge
SenseiPlayers who want to be tested
BossThe toughest enemies; usually a second-playthrough setting
SliderWhat raising it does
Danger LevelMore damage taken from everything
Enemy DurabilityLess damage dealt to enemies
Tough Enemy FrequencyMore enemies that resist finishers
Vehicle Combat DifficultyLess health on your vehicles only
Notoriety DifficultyMore enemies during notoriety and harder call-in interruptions
Ammo ScarcityLess ammunition from pickups
Timed Objective DifficultyLess time on timed objectives; changing it mid-mission restarts the checkpoint

Frequently asked questions

Which venture should I build first?

JimRob's Garage costs nothing, and the first venture you place is free regardless, so Shady Oaks or another 30,000-dollar business costs nothing either if you start with it. Both come with early mission chains covered in our missions guide.

Do I have to finish every challenge for every perk?

No. There are more challenges than perks, around 74 to 34, so the hard ones can be skipped. Completing every challenge is still required for 100 percent completion.

How do I unlock a car's signature ability?

With a stunt in that car: three barrel rolls for the Jump ability, or the car-to-wingsuit manoeuvre for others such as ejector seats and air boosts.

Can I change difficulty later?

Yes, presets and sliders can be changed at any point. Only the timed objective slider forces a checkpoint restart when altered during a mission.