Systems
ANANTA Fame and Social Media: How Reputation Works
ANANTA replaces the experience bar with a follower count. The official tagline says you will first have to become an internet sensation, then save the world. It is a real system with real gates, and the least documented one in the game.
| What it replaces | The traditional XP bar |
|---|---|
| Structure | One two-way spectrum: good deeds raise standing, crimes raise infamy |
| How it grows | Story beats, bounties, street events, helping citizens, selfies and streams |
| What it unlocks | Commissions, partners, city permissions, influencer perks |
| Downside | Infamy spreads on the in-game social feed; wanted escalation |
| Faction tracks | N.C.C.A. and Cat Express accumulate separately |
| Published thresholds | None; both cities have a "mid" gate with no published value |
| Conversion table | None |
| Farming routes | Not derivable; ignore any that claim otherwise |
Fame is the progression fiction
The developers describe a social loop rather than a personal one: solve a public incident, gain visibility, attract people, grow the squad, take on bigger incidents. The Captain's early success makes them a viral name, and that name becomes the resource the A.C.D. lacks after its collapse.
In practice, fame is both an experience bar and a permission key. It gates access to commissions and partners, and it changes how the city treats you. It does not replace identity progress; the two tracks run in parallel, and the identity guide covers the other one.
What fame actually opens
Official material confirms four categories: commissions, partners, city permissions, and influencer privileges. The contents of each are unpublished. Demo material shows that visibility brings people to you: fix a crisis in public and someone offers help, a job, or a threat.
This is the system that justifies a cast of eccentrics joining a broken department. It also explains why the game is not built around a silent protagonist who collects allies by accident. You recruit by reputation, and the reputation is the mechanic.
Reputation is a spectrum, not a wanted meter
This is the part most pre-launch coverage gets wrong. ANANTA does not run a single wanted level that rises when you are loud and falls when you hide. It runs one axis with two directions: the city that hands you a commission for clearing an incident also remembers when you break something. Positive standing and infamy both accumulate, and they pull against each other.
The practical consequence: "keep a low profile" is a play style, not a strategy. A player who never acts in public is never noticed by the partner who would have joined because of it.
What actually raises infamy
- Stealing from civilians. Snatching a phone turns the owner hostile on the spot and can bring a report.
- Property damage and trespassing. Both feed wanted escalation, which climbs from patrol officers to armed response and air support.
- Being recorded. The sharpest rule of the three: bystanders film you, and the clip spreads on the in-game social platform. Bad behaviour grows your infamy afterwards, with no further action from you.
When wanted does escalate, leaving is usually cheaper than winning. A grapple out of the red zone costs seconds; a prolonged fight costs health, ammunition, and attention.
Two trust tracks worth recognising
Faction standing is not a slice of the same bar. Two lines are documented, each tied to an identity rather than to the Captain:
| Faction | Identity | What the track buys |
|---|---|---|
| N.C.C.A. (city patrol) | Richie | Deeper inspections, police vehicles and backup |
| Cat Express (courier) | Taffy | Delivery discounts, rush jobs, merchant relationships |
The data and content circles attached to Seymour and the Captain are acknowledged but not documented in usable detail. Treat "each identity has its own standing" as the shape of the system, not four confirmed reputations.
One cross-city rule is documented: getting both cities to their mid threshold speeds up the A.C.D. rebuild and the unlock of higher-tier partners. Nobody has published where that threshold sits.
There are no numbers to optimise
NetEase has published no follower thresholds, no gain per commission, no cap, and no exchange table. Playtest coverage refers to a "mid" standing in each city that unlocks higher-tier work, but never states the value. Media coverage otherwise stops at the same sentence: build fame, unlock partners and permissions, attract attention.
That makes every "fastest fame route", "best reputation farm", or "follower tier list" published before launch an extrapolation. Some look authoritative because they are detailed, which is exactly why they are worth ignoring. There is nothing to optimise against yet.
Two claims keep reappearing and are worth naming. There is no fame shop: standing unlocks commissions, partners, and privileges, and no source describes a vendor or currency exchange. There is also no daily reputation cap or five-commission loop; that structure belongs to a different genre and appears in no official material.
So do not farm followers
The rational strategy is to play what raises visibility naturally: resolve incidents, complete commissions, and join public activities. Repeatable loops will emerge once the game is live and the community can measure them. Before that, a farming route is a guess with a timer attached.
One structural point removes most of the anxiety: standing is not spent. It accumulates, so helping a stranger in an alley costs you nothing toward a partner unlock. There is no reason to conserve good deeds for a rainy day.
For a planning assumption, use this: fame grows fastest when you are visibly useful in public, which is also when the game hands you its most interesting missions. The two goals point the same way, so there is no conflict to resolve.
Unconfirmed
Threshold values, gain rates, caps, and the reward attached to each tier are all unpublished. Whether infamy can be cleared, how fast it decays, and whether a criminal record persists permanently have not been answered. The two-way spectrum itself is documented; the numbers around it are not.
The short version
Fame is how ANANTA measures you, and the developers deliberately keep its numbers unpublished. Play visibly, accept that attention cuts both ways, and do not trust a follower-farming guide written before the game exists.