Dispatch with Friends, callers who hang up, pick your shift, and bigger fleets.
Dispatch with Friends
PLAY WITH FRIENDS: Run one city together with up to 3 other dispatchers. Tap PLAY WITH FRIENDS on the resting board to open the crew screen.
CREATE A CREW, then invite your friends, anyone in your server, or your whole Roblox party in one tap with PARTY CREW.
JOIN A CREW lists crews from every server, your party's and your friends' first. JOIN takes you straight to their city, whatever server they're on, and QUICK JOIN picks the best open crew for you.
Choose who can join your crew: OPEN TO ANYONE or FRIENDS ONLY.
Join through a friend's Roblox invite and you land right in their crew, with the crew screen open.
ONE CITY: The crew works the leader's city: one call queue, one board and one fleet. Everyone answers calls on their own line and files them onto the shared board.
Each crewmate adds their own board slots and call lines, so two players with 3 slots each share 6.
A new call rings for one free crewmate first, for 8 seconds, so nobody races for the same caller.
Calls ring faster in a crew: 1.7x for 2 players, 2.3x for 3 and 2.8x for 4.
BRING YOUR UNITS: Every friend brings 2 of their own Police, Fire and EMS units into the city, or 3 of a service the city has only one unit of. They park at the city's least crowded stations, anyone in the crew can send them, and they go home when their owner leaves.
PAY: Each scene pays whoever worked it (took its call or sent units), in full and with their own bonuses. The crew earns +10% cash and XP on top, and the leader's city earns a 20% share of every scene a friend works.
CREW MODE: A crew shift has its own look. A crew header shows every member, what they're doing and how many calls they've taken, plus the crew's pay and calls. Crewmates' faces mark the calls they took on the board and the map, and the radio names who sent each unit.
The leader starts and ends the crew's shift for everyone, and only the leader can HOLD the crew's calls.
Everyone still gets their own shift report, with the crew's totals.
Crews sit out mutual aid.
Callers who hang up
HANG-UPS: On Standard, about 1 in 10 callers hangs up partway through the call (1 in 7 on Hard, 1 in 5 on Extreme, never on Relaxed). The line drops, an upset caller hangs up, or someone puts the phone down to help. Their reason always fits the caller.
Callers left ringing too long may hang up too, and they're counted as missed on your shift report.
CALL BACK: When a caller hangs up, the phone stays open, says so in red, and offers CALL BACK right there. You have 90 seconds to call them back, most pick up, and the call carries on where it left off.
NO ANSWER: If they don't pick up, file the call at the address they gave. If they never gave one and it's an emergency, ping their phone. A Low call that dropped before the address closes without counting against you.
PING PHONE: Pick why you're pinging first, then a radar card finds the phone (the carrier, the towers, "Phone located" and the address) and the map rings where it is.
LOST CALLERS: Some callers can't say where they are, out on a trail or a freeway, or just somewhere in the city they don't know. The address question gets a shrug, PING PHONE finds them, and you read the spot back to confirm it.
THE CALLER'S AREA: Until the caller gives the address, the map shows a circle around their phone instead of a pin, and the phone says "Locating caller…". The circle closes on the spot once they tell you.
NAMES AND CALLER ID: Callers show as "Unknown Caller" until they give their name, and residents' lines show a callback number.
The Calltaker Assistant's own calls never hang up. Calls you answer yourself can.
Pick your shift
SHIFT LENGTHS: Choose a 5, 10 or 20 minute shift, or ENDLESS, on the resting board. Finish a timed shift for a bonus by your grade: A+ 20%, A 15%, B 10% or C 5% of what you earned. NEXT SHIFT starts another of the same length.
A FIRST SHIFT THAT ENDS: A new dispatcher's first shift lasts 5 minutes, then shows their grade, pays a bonus that takes them to level 2, and offers NEXT SHIFT.
Leaving with real work done now counts as a completed shift.
A shift's end now waits for scenes that are already finishing, instead of clearing them unpaid.
Bigger fleets
3 OF EVERY VEHICLE: Every vehicle now starts at a limit of 3, from ladder trucks to helicopters (it was 1, and 2 for patrol cars, engines and medic units). The Strength upgrades (from level 20) still add up to 3 more of each, and every station you buy adds another patrol car, engine or medic unit: up to 6 of most vehicles, and 13 patrol cars, engines and medic units.
Rewards
BADGES PAY CASH: Every badge now pays cash, from $100 to $5,000 (scaled to your pay grade). Badges you've already earned pay out the next time you play, and the Rewards cards show what each one pays.
FIRST WEEK: New dispatchers get one goal and one reward a day for their first 7 days, building to a $10,000 + 2,500 XP prize on Day 7. A missed day stays open.
TOMORROW: Every shift report now says what's waiting for you tomorrow.
WELCOME BACK: Coming back on a new day opens on today's login bonus with CLAIM, today's missions and your last shift.
LOGIN STREAK: Day 7's login reward now repeats every day your streak continues, instead of starting over at Day 1.
TODAY ON PHONES: Phones and upright tablets now show today's missions at the top of the call list, with CLAIM once all three are done.
STARTER PACK: New dispatchers can grab a one-time Starter Pack for 40 Robux in their first 72 hours: $15,000 and 1,500 XP.
ROBLOX PLUS: Roblox Plus members get +20% cash and XP, and Pay Boosts shows how to join.
Help and new dispatchers
HELP BUTTON: Tap ? at the top of the screen to replay training, or pick any topic and Reyes shows you how it works. Tips no longer pop up by themselves.
SHORTER TRAINING: Training ends when you collect your bonus, and the first call asks just two questions.
Skipping training now starts your shift right away.
A new dispatcher's first day is quieter: no tips until their first shift is done, and Chat, Units, Career and Ranks open after it.
An early level-up (up to level 10) gets its own card: what the level opens in the Shop and your next promotion.
A new dispatcher's first calls never need a unit that isn't free.
The first visit says WELCOME, not WELCOME BACK.
The map
DISTRICT BADGES: The full-screen map shows a badge on every district: locked ones with their price (and the rank they need), your next unlock in gold with NEXT, and a green check on the ones you own.
A district that doesn't border your area yet now tells you which neighbour to unlock first.
Fixes and improvements
The game loads faster: each player now downloads only their own language's call text (English players download about 90% less).
A starter board jammed by scenes waiting on each other's units now hands the oldest one to another crew, so calls keep coming.
During a shift's opening calls, the next call no longer waits on an incident nobody can dispatch.
BEST PICK no longer sends a service the call doesn't need.
Event countdown timers no longer jump back up.
A bag item you just bought can be used from its own card.
The TODAY strip no longer flashes at the top when you open a call on PC.
The shift report has an INVITE A FRIEND button beside DONE.
Passes you received as a gift are no longer offered back to you.
A tip about a scene now goes away when the scene leaves the board.
Notifications in longer languages no longer lose their last line, and the Pay Boosts sheet and OPEN CALL now read in your language.
Everything new is translated into Spanish, French, Portuguese, German and Russian.
Halloween Night
Halloween Night has ended. Thanks for playing! Everything you bought to keep, like perks, tags, the Spooky Ringtone and Halloween Forever, stays yours.