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Crime Spree is a feature released on day 4 of the Search for Kento Event. It involves the crew chaining along a large amount of completed heists in a row that will progressively get harder with each successful mission.

Players need to be at least level 60 or have gone Infamous at least once to access Crime Spree.

One important thing to note is that the rewards gained from the Crime Spree are completely independent from those in typical gameplay. Gathering loot is pointless after the bare minimum has been secured, as additional loot will not increase the money or experience awarded when finishing a spree. The goal is to finish heists as soon as possible and any additional effort is wasted.


Crime Spree is essentially an endurance mode with similar elements to the old Pro Job system.

Crime Sprees can begin at as low as 0 Spree rank, equivalent to the usual Overkill difficulty, and will progressively get harder with each completed heist.

A Spree can be started by clicking on the yellow "Crime Spree" button on the screen and paying an entrance fee, though starting at 0 Spree rank is free. For a high CC cost the lobby can start at a higher Crime Spree level, which grants bigger rewards, but also higher risk. Starting at 20 Spree rank and 40 Spree rank will cost 10 additional coins per level, up to a maximum of Continental coins 20, and beginning a spree at one's previous best can cost hundreds or even thousands of continental coins, depending on how high the spree rank is. When joining a Spree in progress, the highest level one can participate in is their own personal record from previous runs.

Sprees in progress may be suspended, effectively pausing the streak(s) until the host wishes to resume their progress, or they may be ended by cashing in the rewards, either at will or by failing (see below). A suspended Spree can be resumed at anytime via the same button used to start it, with the button label showing the player's current score.

Prior to Update 200, sprees in progress were not affected by the player going Infamous. It is now required for one to cash in their current spree before committing to the next Infamy level.


The host of a session is presented with three choices of heists upon first starting a Spree, and during the break time between each mission. All missions available in a Spree are one-day heists, or certain days of a multi-stage heist.

Re-rolling is possible, but will cost Continental coins 6, with the cost doubling every third attempt.

These are datamined heists that have their own icons, but aren't currently appearing in re-rolls.

The following were part of Crime Spree at release, but got removed.


Every time the lobby completes a mission, they are rewarded with a 3 Spree rank to 15 Spree rank increase in spree rank. These ranks accumulate until they reach certain milestones where additional rewards can be claimed. Currently, there are three milestones that will award an achievement when reached for the first time (see below). Other than that, each completed mission will give out several payday cards that accumulate into a pool. The guaranteed rewards are represented by their own card type, and are always XP, money, Continental coins and certain armor skins. Less certain ones (represented by question marked cards) will be either mask components, weapon mods (broken), XP (broken) or money (broken). Money and XP given this way are not returned and are basically dud-rolls.

As soon as one desires, they can cash in their earnings and leave, though this must be done in between heists. This continues along until they eventually fail, whereupon they will be forced to cash in their rewards, or pay a considerable amount of Continental Coins to maintain the current spree. Claiming one's rewards will eject the player from the lobby and end their spree. Joining other player's Sprees will add to the reward stockpile, as each player has their own separate section, though a "drop-in" player can only earn credit for heists they actually participate in. A "catch-up" bonus is given to players with a lower spree rank than the host's spree, about 15% of the rank gained in that heist.


Gameplay modifiers are special effects that, like mutators, serve to make gameplay more challenging for the whole lobby the further they go up the Spree. Initially 3 options are available. Every 20 Spree rank, players must take one additional Loud modifier. Every 26 Spree rank, players must take an additional Stealth modifier. Every 50 Spree rank, there will additionally be a Forced Loud modifier that boosts enemy health and damage.

The lobby cannot proceed with their Spree until the host has selected one out of three options. Starting at the two higher tiers will have the host pick more than one modifier appropriate to where they are; beginning a new Spree at 26 Spree rank will present the lobby with two modifiers (1 Loud - 1 Stealth), and starting at 40 Spree rank will require the host to pick three (2 Loud - 1 Stealth).

Several modifiers may repeat multiple times, and some will stack if picked more than once (see below).

Loud modifiers[]

CS-LoudMod1.png Available every 50 Spree rank
Enemies have an additional 20% extra health and deal an additional 15% extra damage.
Automatically applies every 50 Spree rank and cannot be selected. Stacks infinitely.
Actually a modifier that changes how much damage players receive instead of an enemy buff, and therefore does not affect units converted with Joker.
CS-LoudMod2.png Available at 20 Spree rank
Shields will reflect projectiles.
Piercing ammo will still circumvent the shield.
CS-LoudMod3.png Available at 20 Spree rank
Cloakers will drop a smokebomb when they kick a player.
Applies even if blocked using Counterstrike.
CS-LoudMod7.png Available at 20 Spree rank and 200 Spree rank
Medic's heal cooldown is 20% faster.
CS-LoudMod4.png Available at 40 Spree rank
Enemies can not be staggered by damage.
CS-LoudMod1.png Available at 60 Spree rank
The tasing knockout effect of the Taser now knocks a player out 50% faster.
CS-LoudMod9.png Available at 60 Spree rank
All FBI SWATs will be replaced with Heavy SWATs.
Actually replaces FBI HRUs with GenSec MFR shotgunners. Does not affect scripted enemies.
CS-LoudMod5.png Available at 100 Spree rank and 340 Spree rank
Two additional Medics are allowed into the level.
CS-LoudMod12.png Available at 120 Spree rank
For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman.
ZEAL Marksmen use preset Sniper spawn locations, don't have laser sights, and can be converted with Joker. Converted ZEAL Marksmen cannot pierce the body armor of normal units.
CS-LoudMod13.png Available at 140 Spree rank
When a Bulldozer's faceplate is destroyed, the Bulldozer enters a berserker rage, receiving a 100% increase to their base damage output.
CS-LoudMod14.png Available at 160 Spree rank
Killed Cloakers drop tear gas grenades that have a duration of 10 seconds, cover a 4m diameter area and deal 30 damage per second to any heister who stands in the cloud.
CS-LoudMod6.png Available at 180 Spree rank and 280 Spree rank
Two additional Bulldozers are allowed into the level.
CS-LoudMod10.png Available at 220 Spree rank and 280 Spree rank
Skulldozers now appear.
CS-LoudMod17.png Available at 240 Spree rank
Whenever a Medic revives another cop, the revived cop gets a 100% increase to their base damage output.
CS-LoudMod15.png Available at 260 Spree rank
All Shield units in the game are replaced by Captain Winters' Shield units.
CS-LoudMod18.png Available at 300 Spree rank
Whenever a Medic is killed, all cops within the Medic's healing range are instantly healed.
CS-LoudMod21.png Available at 320 Spree rank
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving minigun-wielding Bulldozer.
CS-LoudMod8.png Available at 360 Spree rank
Bulldozers are immune to explosive damage.
CS-LoudMod22.png Available at 380 Spree rank
Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer.
All Medic modifiers also apply to the Medic Bulldozer.
CS-LoudMod16.png Available at 400 Spree rank
Police assaults will have a 50% longer duration. This gets reduced by 4% for every hostage and converted cop, up to a maximum of 8.
CS-LoudMod20.png Available at 420 Spree rank
Cloakers executing a successful charge now cuffs the player instead of downing them.
CS-LoudMod19.png Available at 440 Spree rank
For every cop that dies within a Medic's healing range, that Medic sees his base damage output increased by 20%. This effect stacks indefinitely.

Stealth modifiers[]

CS-StealthMod1.png Available at 26 Spree rank and 104 Spree rank
The Minimum concealment level is increased by 3 in stealth.
Stacks. Also affects Dodge.
CS-StealthMod3.png Available at 26 Spree rank, 52 Spree rank and 156 Spree rank
The alarm will be sounded if more than 10/7/4 civilians are killed.
CS-StealthMod2.png Available at 26 Spree rank, 78 Spree rank, 130 Spree rank and 182 Spree rank
1/2/3/4 less pager(s) can be answered per heist.

Gage Perks[]

Gage Perks are purchases much like Assets that influence a single heist only. Each player can purchase one for Continental coins 18, which will then affect the entire team for the duration of the heist, making them roughly equal to the crew bonuses of PAYDAY: The Heist. Unlike crew bonuses, however, Gage Perks do not exclude the player(s) who bought them.

Note that some perks are not available during certain heists. For example, a loud-only heist will not offer Speed Talker, due to the lack of pagers.

CS-damagedodger.png Damage Dodger
All players gain 0.5 base damage absorption.
CS-ammopilfer.png Ammo Pilfer
All players receive +15% extra total ammo.
CS-lockpickerking.png Lockpicker King
Players pick locks 25% faster.
CS-extrabodybags.png Extra Body Bags
Players will receive and carry 2 extra body bags.
CS-extraarmor.png Extra Armor
All players receive 10% extra armor.
CS-blastresistance.png Blast Resistance
Players cannot receive damage from explosives.
CS-moretodeploy.png More to Deploy
All players receive 50% extra deployables (Minimum 1).
CS-healthboost.png Health Boost
All players receive 10% extra health.
CS-rapidreloader.png Rapid Reloader
All players reload time is decreased by 25%.
CS-moretothrow.png More to Throw
All players receive 70% extra throwables (Minimum 1).
CS-staminaboost.png Stamina Boost
All players receive 10% extra stamina.
CS-someinvulnerability.png Some Invulnerability
Players gain invulnerability for 5 seconds after killing a special enemy with a melee attack.
CS-selfhealer.png Self Healer
Players will recover some health when killing an enemy. This can only occur once every 5 seconds.
CS-onemoredown.png One More Down
All players can go down 1 extra time before going into custody.
CS-swiftswapper.png Swift Swapper
All players time between switching weapons is decreased by 50%.
CS-speedtalker.png Speed Talker
Players answer pagers 50% faster.


Indulge in Crime.png Indulge in Crime
Reach rank 50 in the Crime Spree.
Revel in Criminal Activity.png Revel in Criminal Activity
Reach rank 100 in the Crime Spree.
A Vast Amount of Unlawful Transgressions.png A Vast Amount of Unlawful Transgressions
Reach rank 250 in the Crime Spree.
Unlocks the Mega Rust mask.


  • During an earlier stream more Gage Perks were shown than were shipped with the actual function (3 pages compared to 2 in the release). Some of the cut ones are Adrenaline Shots, Fast Feet, and Grim Reaper, and additionally, several of the pre-release perks had different names than in the final version.
Gameplay • Heists • Skills & Perk Decks • Weapons & Equipment • DLC