Grey Market
Carson Games
A criminal idle tycoon where the market fights back. Every market has real buyers who run out when you flood them and recover when you leave them alone, so where you send product matters as much as how much you make. Build an operation that keeps earning while the game is closed.
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A market that remembers being flooded
Every market in Grey Market has real buyers. Not a price curve. A population. Sell into one hard enough and you exhaust the people willing to pay well, the price craters in front of you, and it stays down until they recover. Leave a market alone and it comes back.
That one rule is the whole game. Where you send product matters as much as how much you make.

Run the operation, not the numbers
Source, lab, stockpile, street. Product moves through a chain you can watch, and every stage tells you what is actually holding you back: the lab outpacing the street, the stockpile overflowing, a market you have already flooded. You fix the bottleneck, not the number.
Eight markets, each with its own buyers, prices and capacity, each recovering on its own clock.
Route your product. Push a market past its comfortable rate for less money per unit, or hold it and let its buyers come back.
Heat and busts. Dealing draws attention, and getting caught costs you time, not just cash.
Rival crews take territory you neglect. A rival eating your buyers costs you money with no coded penalty at all. The market simply has fewer people left to sell to.
A crew of specialists, each of whom takes a cut.
Twenty crews in the city, and a ladder to the top of it.

It runs without you
The operation earns while the game is closed, and it keeps earning for hours. Come back to a full stockpile, a payout, and a city that moved while you were gone.
The long game
Refine your product through seven grades. Take all eight markets. Climb to #1 in the city, then find out what happens when every crew below you starts paying tribute instead of taking territory, and the books can finally go legitimate.
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