System mechanic — not covered elsewhere
Real Estate
Five tiers, as many of each as you can afford, rent that keeps paying while you're offline — and the cheapest one is the safest to actually sleep in
Blister Online lets a character own property as a genuine portfolio: five purchasable tiers, an unlimited number of each, every unit either lived in or rented out for passive income. It's a real investment decision rather than a single "buy a house" checkbox — price and rent alone put the five tiers on almost the same payback schedule, so a second, opposite-pulling stat exists purely to make the choice mean something.
The five tiers
| Tier | Price | Rent | Syndicate rep needed | Furniture cap |
|---|---|---|---|---|
| Downtown Loft | ¤1,500 | ¤40/min | none | 6 |
| Riverside Flat | ¤3,500 | ¤90/min | none | 10 |
| Uptown Townhouse | ¤7,000 | ¤180/min | Friendly | 16 |
| Syndicate Penthouse | ¤15,000 | ¤380/min | Honored | 24 |
| Skyline Estate | ¤28,000 | ¤650/min | Exalted | 32 |
Prices get up to a 25% discount at high standing with the Drift Bank Syndicate (one of five factions), scaling gradually with reputation, and a flat 20% markup if that standing has fallen to outright Hostile. Every tier's price and rent roughly double from the one below it.
Renting a property out
Any owned property can be toggled to rent out instead of lived in. A rented property earns its listed rent per minute automatically — including while you're logged off entirely, with no cap on how much can build up before you next collect it. The one restriction: you can't enter a property while it's rented out, since tenants are inside it. Toggle it back to stop renting and walk back in whenever you like.
Ward: the cheapest roof is the safest one
Each tier also carries a ward value that runs in the opposite direction from its rent — the loft's 0.80 is the highest in the game, the glass-walled Skyline Estate's 0.05 the lowest. Ward measures how well a property protects you from the Dream's Bleed, a permanent night-time risk that opens up once you've gone deep enough into that separate system — so a serious Dream diver wants the plain loft to actually sleep in, while a player chasing pure rent income is deliberately trading that protection away. Owning more than one property is never a downside here: whichever property you own with the best ward always applies, regardless of which one you're currently renting out or sleeping in.
Furnishing
Owned properties can be decorated through a dedicated Furnish Menu — placing pieces of furniture from your inventory into the property's interior and picking them back up again later. Furniture capacity is capped per tier (see the table above), so a bigger, pricier property is also a bigger canvas to decorate, not just a better rent cheque. A full layout can be saved as a named preset and reapplied later, and presets can be renamed or deleted independently of the furniture actually placed at the time.
Actually sleeping requires a bed placed inside the property, not just ownership of the property itself. With one furnished and placed, pressing [Z] while home skips straight to dawn — a few seconds, rather than waiting out the night in real time.
Version history
- Real estate introduced as a portfolio system from the start — multiple properties ownable at once, each earning its own rent while rented out.
- Furniture capacity made to scale with tier. Every tier originally allowed unlimited furniture, which meant a bigger, pricier property had no real benefit over the cheapest one beyond raw rent — fixed so capacity actually reflects the price you paid.
- Interior room size made to scale with tier too, so a bigger property is physically bigger to walk around inside, not just a higher furniture number on an identical room.
- A fifth tier, the Skyline Estate, added above the Penthouse — the Penthouse had only required Honored standing with the Syndicate, leaving the faction's top rank (Exalted) with nothing to actually unlock.
- Ward added, as a deliberate second axis pulling against rent, after balance testing kept reporting that all five tiers repaid their purchase price in almost exactly the same number of collections regardless of which one you bought — a ladder in name that was really one choice asked five times. Prices themselves were left untouched as the operator's own call; ward is what actually makes a cheap property worth choosing on its own merits.
- Ownership uncapped. A property used to be identified only by its tier, so buying a second loft, for instance, was refused outright — owning one of each of the five tiers was the absolute ceiling. Reworked so each individual purchase gets its own identity, letting a player buy as many of any tier as they can afford; existing saves and every function that only knew about tiers kept working unchanged.
- Fixed rent silently stopping on some saves. Rent is tracked against a real-world timestamp, and that timestamp could end up invalid or set in the future — from a corrupted value, a clock changing, or a machine waking up with the wrong time — which silently stopped that property earning anything for the rest of the save, with nothing telling the player. The broken timestamp is now repaired automatically rather than just skipped, the same fix already applied to the game's factories for the identical failure shape.
- v1229 — the floor got an actual texture. Every other interior in the game — dungeons, the Dream, every building in every settlement — had a real floor texture; the interior of a property you'd actually bought and furnished rendered as a flat, untextured slab of colour the entire time. It now wears the texture pack's own floorboards tile, scaled to match whichever size property you own so a loft and an estate both show boards at a consistent scale rather than one stretched thinner than the other.
Trivia
- The in-game guidebook actually explained ward backwards for a stretch — implying the priciest property was the safest — before being corrected to match how the system actually works.
- Rent has no offline cap at all: a save left untouched for a month and then reopened has been directly measured paying out the full month in one lump sum from a single owned loft.
- Because ward always takes your single best-warded property regardless of which one you're living in day to day, keeping one cheap loft purely as a safety net costs almost nothing against a portfolio otherwise built for rent.
See also: The Charter Stake — houses built inside a player-founded town earn their own separate rent, run on different rules from the five tiers above.