Death, surrender and prison in ROB RUN
What you actually lose in each situation, how surrender works, and why a longer sentence is a currency.
Surrendering to police costs your bag but keeps equipped gear. Dying to another criminal while masked can cost everything you carry. Banked and laundered money is untouched. Prison sentences build authority, and Kefir says the more wealth you hold at the wipe, the longer the sentence.
ROB RUN punishes carelessness, not death itself. The same event — being caught — costs a civilian nothing, a criminal their bag, and a wealthy criminal their week. Knowing which one you are is the whole skill.
What you lose, situation by situation
| Situation | What you lose | Confidence |
|---|---|---|
| Arrested or surrender to police | Bag contents. Equipped weapons and armour stay. The vehicle trunk can be seized. | Kefir + playtest reports |
| Killed by a criminal while masked | Everything on you can be looted | Kefir + player reports |
| Killed while unmasked (civilian) | Reported: you keep your gear | Player reports only |
| Killed at your base | Loot and cash in the base; laundered money stays | Kefir + player reports |
| Federal Raid (wipe) | Plots, bases, weapons and cash — converted to jail time and authority | Kefir |
Prison is not a timeout
Crimes add charges, and charges become a sentence. Community reports describe the whole server being warned when the feds are coming — and a choice: leave, or stay and be sent to prison.
That flips the usual prison logic. A sentence is not dead time; it is a claim on status. Kefir’s wipe description says holdings are converted into jail time and authority, and that accumulated jail time carries over between cycles.
Wealth makes the wipe hurt more
Kefir’s FAQ adds a detail that changes how you should end a cycle: the more wealth you hold when the wipe hits, the longer your prison sentence. Riches convert into time. If authority is what carries over, a wealthy player is trading this week’s cash for next week’s standing.
| End-of-cycle choice | Immediate effect | Carry-over |
|---|---|---|
| Hold wealth into the raid | Longer sentence | More authority |
| Spend and liquidate | Shorter sentence | Less authority, but a cleaner start |
| Bank credit | Protected from thieves | Still subject to the raid’s conversion, per Kefir’s wording |
The first two rows follow Kefir’s statements. The third is our reading of “holdings converted into jail time and authority” — treat it as a question to test.
Getting out
The game starts with a prison break: you talk to the Tattoo Artist and use an escape point. Community guides describe the same structure for later sentences — the prison is a location with its own routes, not a cutscene.
The prison also doubles as the cross-server lobby, which is why “surrender to the feds” is the documented way to change servers. That makes a sentence a travel ticket as well as a punishment: see the server change guide.
Five rules that keep you out of a cell
- Surrender when outgunned. Gear is worth more than a bag.
- Leave the city after one big score. Notoriety is a leash.
- Never carry unlaundered cash into a fight.
- Do not shoot civilians — the bounty reveals you to the whole map.
- Empty your bag before using the prison as a server transfer.
FAQ
What do you lose when you die in ROB RUN?
It depends on the role and the killer. A police arrest or surrender costs your bag. Dying to a criminal while masked can cost everything you carry. Banked money is unaffected.
How do I surrender in ROB RUN?
The game offers surrender when police catch you. It confiscates your bag and leaves equipped gear intact.
How long is a prison sentence?
Sentences scale with the charges and the wealth involved. Kefir has not published a formula, but says the more wealth you hold at the wipe, the longer the sentence.
Is prison time wasted?
No. The in-game framing is that a longer sentence raises your authority, and accumulated jail time carries over between wipe cycles.
ROB RUN Notoriety: levels, bonuses and the risk curve
How the heat meter works, what it pays, and why the correct play is usually to leave before level four.
ROB RUN heists: the robbery loop without a body count
Mask, cameras, alarms, keys and exits — the quiet version of the loop that keeps you out of prison.
How to change servers in ROB RUN
The official Prison method for joining a friend on another server, plus what happens to your progress when you move.