Systems
ANANTA Identity System: Jobs, Progression, and Switching
Identities are jobs, not classes. You switch into a role, take on its permissions and workload, and level it by doing the work. There is no account-wide level to fall back on, which makes your first identity the most consequential choice of your first week.
| What it is | A job the Captain can switch into, changing permissions and dialogue |
|---|---|
| Confirmed identities | Police, hacker, wealthy elite, courier, influencer |
| Levelling | By completing that identity's work, not by killing enemies |
| Shared XP | No account-wide level has been shown |
| Progress on switch | Each identity keeps its own progress |
| Mid-combat switching | No; missions lock one character for long stretches |
| Practical pace | One focus identity per in-game day, not four per day |
| Published caps | None |
What an identity actually changes
An identity is a role the Captain adopts in the city. It changes how NPCs read you, which factions talk to you, which commissions appear, and which verbs you have. A police identity can stop people, run checks, write tickets, and call a patrol car. A courier identity receives orders through a messaging app and races a timer. A hacker identity traces signals, runs intrusions, and works from a mobile base.
The key word is permission. Identities are not cosmetic skins or combat classes. They are keys to parts of the city that are otherwise closed, and each key comes with its own workload.
The confirmed identities
Official material names police, hacker, wealthy or elite, courier, and influencer as switchable roles. Demo content has shown the police loop through Richie and the courier loop through Taffy, and described the hacker loop through Seymour's signal work. The influencer identity overlaps with the fame system, covered separately.
Each role has a distinct interaction vocabulary, not a distinct weapon. That is what separates ANANTA from class-based action games: you do not switch to gain a damage type, you switch to gain access.
You level by going to work
Identity progress comes from completing that identity's tasks. Deliveries grant courier progress and city currency; traffic stops, checks, and escorting suspects grant police progress; signal tracing and node intrusions grant hacker progress. Testers describe the loop as working a shift, not grinding mobs.
The routes are designed to make the work interesting: courier deliveries run through the messiest parts of the city, so the job doubles as a tour. That is a content decision, not a hidden XP bonus, and no source has published experience values per task.
Each identity has its own progress
There is no evidence of a single player level that all identities feed into. The structure looks like separate tracks, each with its own requirements and rewards, unlocked through its own activity. Testers who moved between roles reported independent progress, not shared advancement.
This is the structural reason the game can avoid selling characters. Power comes from work done in a role, not a paid pull, so a new character is a new set of jobs, not a new stat line.
Treat the "no shared level" conclusion as a strong inference from demo behaviour. NetEase has not published a progression diagram.
When you can switch
Missions lock you to one character for long stretches. If a mission needs a specific ability, the game switches you into the character who has it, such as Wei Yinglong for a stealth section or a hacker for an investigation. That is not free mid-combat swapping.
Scripted team-ups exist during story moments: an ally enters from off-screen, takes over a chase, or completes a finisher. They are cinematic, not a mechanical party system. If you are looking for a three-character tag team, this is not that game.
Which identity to run first
There is no officially recommended order and no published reward table to optimise against. The cheapest practical sequence is Captain first, then Taffy's courier work, then Richie's police work, then Seymour's hacking. Courier work teaches you the street network, and police work teaches you the wanted system whether or not you study it.
Do not spread thin in the first week. Because progress is per identity, dividing your time across four roles produces four shallow tracks and no completed loop. Pick one, finish its early progression, then branch.
The in-game day rotation
Once you have more than one loop open, a schedule works better than mood. The pattern below gives each in-game day one focus, so the session has a shape without becoming a checklist. The game enforces none of it; it is a way to stop yourself grazing across four half-started tracks.
| Day type | What you do | What you walk away with |
|---|---|---|
| Taffy day | Rush orders, shop-by-shop deliveries, discount unlocks | Route memory, fame, delivery discounts |
| Richie day | District warrants, check drills, calling a patrol car for a transfer | Fluency with the order system, law-enforcement fame |
| Seymour day | Signal tracing, mapping camera blind spots, setting up infiltrations | Reconnaissance, access for later stealth jobs |
| Captain day | Leftover main missions, street photography, streaming, performances | Followers and influence |
Two cautions. The game has not published how long an in-game day is or whether the cycle gates any activity, so treat the rotation as a habit, not a timer. Nor should you read the table as a four-part daily routine: a good session is usually one day type plus whatever city events interrupt it, the opposite of clearing a fixed list.
Unconfirmed
Level caps, experience per task, whether progress can be reset, whether any bonuses carry between identities, and whether the influencer identity has a separate progression track. Claims about skill trees or shared gear stats come from SEO articles with no demo evidence.
The short version
An identity is a job with its own keys and its own homework. Do the work, keep the progress, and do not expect a character swap to save a mission. ANANTA's progression is horizontal by design.