Faction
Crime faction
Expand territorial control, hold illicit resource routes, and resist police operations.
Exclusive
- Distribution point
- Weapons stash
Territorial RTS. Pick the police or the faction — the city will not hold both.

Crime X Law is a top-down territorial RTS. You pick a side — the police or a fictional crime faction — and contest districts in an invented city. Both sides share the same game structure, with asymmetric building and unit trees.
The loop is urban Stronghold: base, resources, buildings, expansion, and combat. The map is not a documentary of Brazil. It is stylized drama. Factions, names, and territories are fictional on purpose.
This is the first game from Archs Games, and it is in development. Trailer, date, and confirmed platforms will land on this page when they exist.
A fictional city with Brazilian visual and cultural language — alleys, rooftops, informal markets, and overpasses. Invented districts, each with its own vocation (port, downtown, outskirts). Stylized drama, never documentary: no real factions, organizations, or named territories.
Faction
Expand territorial control, hold illicit resource routes, and resist police operations.
Exclusive
Police
Reclaim and pacify territories, dismantle operations, and arrest or take down leadership.
Exclusive
01
Plant a precinct or a hideout on a territory of the map.
02
Manage budget or illicit cash, weapons, intel, and reputation.
03
Raise production, defense, and training structures on a grid.
04
Contest neighboring districts and unlock more advanced units.
05
Hold ground, hit the enemy base, and resolve unit clashes.
06
More territory means more tech — and a harder place to keep.
| Resources | Police | Faction |
|---|---|---|
| Core resource | Budget / funding | Illicit cash |
| Secondary resource | Intelligence / information | Influence / respect |
| Production | Legal armament | Smuggled armament |
| Population | Police ranks | Faction members |
Production chains · PoliceFunding → equipment → tactical armament
Production chains · FactionHeld territory → distribution point → cash → smuggled armament
Lookout
Basic detection unit — warns when police close in.
Soldier
Standard combat unit of the faction.
Heavy weapons specialist
Expensive, strong, and slow to produce.
Courier
Moves resources between points. Fragile — and vital to the economy.
Patrol officer
Cheap, weak basic unit — the first line of order.
Tactical officer
Strong and expensive, slow to train.
Patrol car
Mobility and fire support.
Investigator
Reveals fog of war and marks enemy leadership.
Shared by both sides
Exclusive · Crime faction
Exclusive · Police — order faction
01
1v1 or team matches on a contested territory map. Classic RTS match length — about 20 to 40 minutes.
02
Each player or faction keeps land on a world map. Building, production, and training keep moving while you are offline. Attacks become a battle simulation — resolved automatically if the defender is away, or fought live if they are online.
03
Several players on the same side share territory and resources. Each one runs a cell of the base and contributes to joint defense and coordinated attacks.
Release window
Coming soon