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MoDuL [4022159] Level 19 Mergers and Acquisitions MAA Member

Forum posts (Torn's count)
28 observed
Archived posts
370
Threads started (archived)
26

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From the 370 newest archived posts.

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[Web Application] JobCentre+ · · 23 likes

JC+ JobCentre+ BETA

● TORN'S SMARTER JOB MARKET

Your next company starts here.

JobCentre+ is now live — giving Torn players and company directors a cleaner, simpler way to find each other.

BUILT FOR BOTH SIDES

Less hunting. More hiring.

JobCentre+ was built to make recruitment simpler, clearer and more accessible. Instead of constantly refreshing and bumping forum threads, players and directors can connect through one dedicated recruitment platform.

🏢 COMPANY DIRECTORS

Advertise vacancies and find candidates who actually match the position.

👷 PLAYERS

Search for better pay, trains, perks and companies suited to your working stats and goals.

🕒 RECRUITERS COMING SOON

Help match candidates with the right companies through dedicated recruiter tools.

What can you do with JobCentre+?

Directors can advertise open positions with working-stat requirements, wages, perks, trains and expectations clearly displayed before somebody applies.

Players can browse opportunities, compare offers and find companies that match their working stats, goals and preferred benefits.

PRICING

💰 Simple pricing.

JobCentre+ is completely free for candidates. Directors only pay when publishing a company advertisement.

📋 Standard Listing

$1,000,000 · 7 days

⭐ Premium Listing

$2,500,000 · 14 days

All prices are in Torn dollars.

FIND THE SEAT THAT FITS

Ready to get started?

Browse available jobs, create your candidate profile or advertise an open position for your company.

🌐 VISIT JOBCENTRE+ ↗

🔔 Stay in the loop.

Install the JobCentre+ Notifier and receive application and recruitment updates while you carry on playing Torn — even if you're busy mugging people.

INSTALL JOBCENTRE+ NOTIFIER ↗

CURRENTLY IN BETA

Help shape JobCentre+.

JobCentre+ is live in beta, so features will continue to be improved, adjusted and expanded as the platform develops.

Found a bug? Have a suggestion? Think something could work better? Feedback is always welcome. Every useful report helps improve the platform for the Torn community.

THIS IS ONLY THE BEGINNING

Get your listings ready, explore the available opportunities and help us build a better way to recruit across Torn.

Your next opportunity starts at JobCentre+. 🚀

[Userscript] MoDuL's Smuggler · · 26 likes

[image: modulah.github.io]

Torn Travel Helper

MoDuL's Smuggler

A Torn and TornPDA travel workflow helper for repeated abroad runs, smarter item targeting, cleaner route handling, and step-by-step progression that still keeps each important action visible.

Join the Discord Download on GreasyFork

What it does

Smuggler gives you a compact travel pill, destination planning tools, item priority handling, and travel-step progression for Torn runs that would otherwise be repetitive to do manually every time.

Best fit

It is aimed at players doing regular plushie, flower, drug, weapon, or other abroad item runs who want a faster workflow without losing control over confirmations, fallback choices, or mobile compatibility.

Highlights

  • Compact draggable pill with route state, countdown, ETA, and travel progress.
  • Desktop hotkey support plus TornPDA-friendly plane-button use.
  • Destination, capacity, flight-mode, and Book Read timing setup.
  • Primary and fallback item support for abroad shopping.
  • Drag-and-drop category priority ordering.
  • Country-aware category visibility so irrelevant item groups stay out of the way.
  • Purchase-aware return-home logic.
  • Blocker checks before moving you toward the travel page.
  • Display settings and theme editor built into the menu.
  • Flight and purchase history panels for tracking recent runs.

Setup flow

  1. Hold the plane button to open the menu.
  2. Pick your destination country.
  3. Enable the categories you want to shop from.
  4. Drag categories into the order you want them prioritised.
  5. Pick a primary item and a fallback item.
  6. Set capacity, travel mode, and Book Read if needed.
  7. Optionally set a desktop hotkey and modifier keys.
  8. Press Save and start using the pill to advance the next natural step.

Workflow notes

Smuggler is intentionally step-based. It helps you move through the travel flow faster, but it does not try to silently chain the whole trip from start to finish behind the scenes.

Each important action still happens on its own input. That keeps travel confirmation, buying, and purchase confirmation readable and deliberate instead of turning them into a blind macro.

In practice, that means one hotkey press or one plane tap handles one meaningful Torn page action at a time.

Screenshots

[image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io]

Support

No Torn API key is required. The script works from information already visible on Torn's own pages. If you want updates, support, or release follow-up, the Discord above is the best place to catch it, and the live install link is now on GreasyFork.

[HIRING] 9* Mechanic Shop- Experienced Technician Wanted - Salary Negotiable · · 2 likes

[image: companyimages.torn.com]

9* Mechanic Shop

Racing-Focused Technician Slot Available

Experienced Racer Wanted

Shadow Wheels has an opening for someone who can make proper use of a racing-focused Mechanic Shop position.
This is not a filler slot. We are looking for someone who understands the value of the perks and intends to use them properly.

The Position

- Technician position in an 9* Mechanic Shop
- Best suited for an active racer or someone seriously pushing racing
- Salary is open to discussion
- Long-term stay preferred
- Reliable company with clear expectations and no unnecessary drama

Racing Perks

- 9 job points daily, convertible to Racing Points at 5 job points for 1 Racing Point
- 75% car parts cost reduction
- Random car rewards at 10 job points per pull
- No car part loss when crashing
- Access to selected MoDuL racing scripts and tools

Ideal Candidate

- Active in racing, or planning to become much more active
- Understands the value of racing points, car parts and shop perks
- Has upgraded cars, racing goals, or a clear progression plan
- Meets or exceeds the requested work stats
- Communicates properly if plans change
- Mature, reliable and low-maintenance

Requirements

- Minimum work stats: 8,500 MAN & 4,250 END
- Active daily, with prior notice expected for absences
- Maintain an addiction level below or equal to your EE Merits
- Give notice in advance if you plan to leave or go inactive
- Be honest about your racing goals and expected salary
- Racing interest is important. This position is not aimed at inactive fillers.

Policy

- Failure to meet the above expectations may result in removal
- Long unnotified inactivity may be recorded
- Addiction levels may be recorded
- Salary depends on activity, value and agreement

People have seen this ad [image: www.counter12.com]

APPLY / MESSAGE US

Interested? Message us directly with your job stats, racing goals and expected salary.

MoDuL [4022159]


Director, Shadow Wheels

Racing Suggestion: Make car upgrades visually matter · · 30 likes

Suggestion: Visual Progression and Customisation for Racing Cars

A proposal to make racing upgrades, paint, vinyls, and car identity more visible without affecting race balance.

I would like to suggest expanding the racing system by making car appearance reflect both cosmetic choices and installed upgrades.

 

At the moment, racing upgrades improve performance, but the car itself visually remains unchanged. This makes progression feel largely numerical. When a player spends money and racing points improving a car, the car should gradually start to look like it has been modified, upgraded, and built for a specific purpose.

The goal is not to turn racing into a completely different game or to affect balance. The existing performance system could remain as it is. This suggestion is about adding visual progression, identity, and long-term cosmetic goals to racing.

Paint, Materials, and Car Identity

Cars should be paintable for a fee. Basic colours could be available from the start, while more advanced paint styles could unlock with racing Class. This would give players another money sink while also making cars feel more personal.

Paint should not only be a colour choice. It could also include different materials and finishes, such as normal gloss paint, matte paint, metallic paint, pearlescent paint, two-tone paint, raw carbon fibre panels, and painted carbon fibre panels.

This would allow two players using the same car model to still have cars that look visually different. A fully upgraded car should not only be stronger statistically, but also more recognisable visually.

Vinyls, Liveries, Stickers, and Community Rewards

Alongside paint options, cars could also support vinyls, liveries, decals, and stickers. These could be separated into categories such as flags, racing stripes, number decals, sponsor-style graphics, abstract patterns, Torn-themed designs, faction-inspired designs, company-inspired designs, event-limited stickers, and racing-class unlocks.

This would help each car feel unique. Players could build a visual identity around their favourite car, their racing style, their faction, or simply their own personal taste.

Styling competitions could also be introduced as racing community events. Players could submit customised cars for voting, with winners receiving exclusive Torn-themed stickers, limited vinyls, unique decals, or special cosmetic rewards that cannot be bought normally.

These rewards would not affect performance, but they would still be desirable. They would give racing more community interaction while keeping the competitive side fair.

Aerodynamics

Aerodynamic upgrades should create visible changes to the body of the car. The changes do not need to be extreme, but they should make the upgrade stage obvious.


Fixed Rear Spoiler Adds a small fixed rear spoiler, suitable for a first-stage aerodynamic upgrade.
Air Forced Engine Cooling Adds bonnet vents or cooling slots.
Air Cooling Ducts for Brakes Adds visible brake cooling ducts in suitable areas of the bodywork.
Adjustable Rear Spoiler Adds a medium adjustable rear spoiler, representing a second-stage aero upgrade.
Front Diffuser Adds a visible front aerodynamic element.
Rear Diffuser Adds a visible rear diffuser.
GT Style Spoiler Adds a large GT-style rear wing, suitable for a third-stage aerodynamic upgrade.

Brakes

Brake upgrades could alter the appearance of brake discs and calipers. This would be a small visual detail, but it would add depth to upgraded cars and make wheel views more interesting.

Uprated Brake Discs Adds cleaner or larger brake discs behind the wheels.
Grooved Brake Discs Adds visible grooved brake disc styling.
Grooved and Drilled Brake Discs Adds a more advanced disc design and could unlock paintable brake calipers.

Exhaust and Engine Bay Upgrades

Exhaust and engine upgrades could also have visible effects where appropriate. Not every engine upgrade needs to be obvious from the outside, but major upgrades should have some visual impact.

Back Box Changes the exhaust tip or rear exhaust appearance.
Uprated Air Filter Element Could be visible through bonnet vents or in engine bay views where suitable.
Cat/Back Exhaust Changes the rear exhaust layout more noticeably.
Open Air Filter Adds a more visible intake element where the car design allows it.
Full Exhaust System Creates a more aggressive exhaust appearance.
Stainless Steel 4/1 Manifold Adds engine bay detail where applicable.
Forced Induction Kit Adds visible intake, turbo, or engine bay changes where appropriate.
Custom Forced Induction Kit Adds a more advanced and distinctive engine bay appearance.

Safety

Safety upgrades could alter the driver avatar, the interior, or both. These changes could appear in garage views, car profiles, race previews, or any future racing display that shows the driver and car together.

Race Overalls Changes the driver avatar clothing to basic race overalls.
Helmet Adds a visible helmet to the driver avatar.
Fire Extinguisher Adds a visible interior safety detail.
HANS Device Adds a more professional race safety appearance to the driver.
Roll Cage Adds a visible roll cage inside the car.
Emergency Power Cut-Off Switch Adds a small interior racing detail.
Bucket Seat and 3 Point Harness Changes the seat and harness appearance.
FIA Approved Safety Upgrades Adds more professional versions of overalls, helmet, fire extinguisher, and roll cage visuals.
Bucket Seat and 6 Point Harness Adds the highest-level seat and harness appearance.

Suspension and Ride Height

Suspension upgrades could affect ride height and stance. Tarmac-focused cars and dirt-focused cars should not look identical if they are built differently.

Uprated Springs Soft Slightly higher ride height.
Uprated Springs Medium No major visual change.
Uprated Springs Hard Slightly lower ride height.
Uprated Springs and Dampers Soft A bigger increase in ride height.
Uprated Springs and Dampers Medium No major visual change.
Uprated Springs and Dampers Hard A bigger decrease in ride height.
Coilover Suspension Creates more noticeable stance changes depending on setup.
Adjustable Coilover Suspension Allows a more aggressive stance.
Group N Rally Suspension Adds a rally-style raised stance suitable for dirt setups.

Weight Reduction and Carbon Parts

Weight reduction upgrades could visibly remove or replace parts. Carbon fibre parts could be left as raw carbon fibre or painted, depending on the player’s preference.

Strip Out Removes rear seats where the car has them.
Racing Steering Wheel Changes the steering wheel style, with round wheels fitting dirt builds and GT-shaped wheels fitting tarmac builds.
Lightweight Flocked Dash Simplifies or removes the dashboard and adds extra gauges.
Polycarbonate Windows Could have little or no visible change, depending on implementation.
Carbon Fibre Roof Adds either raw carbon fibre or painted carbon fibre roof styling.
Carbon Fibre Trunk Adds either raw carbon fibre or painted carbon fibre trunk styling.
Carbon Fibre Hood Adds either raw carbon fibre or painted carbon fibre bonnet styling.

Wheels and Tyres

Wheels and tyres are one of the most visible areas for car customisation. They would be a strong way to show progression, racing style, and setup type.

Budget Upgrade Tires Adds minor visual tyre improvements.
Steel Rims Changes the wheels from the stock appearance.
Fast Road Tires Adds a less aggressive tread pattern suitable for road use.
Lightweight Alloys Adds a sportier alloy wheel design.
Track Tires Adds slick tyre appearance.
Rally Tires Adds deep-grooved rally tyre styling.
Rally/Cross Tires Adds a mixed tread style between road and rally tyres.
Ultra Lightweight Alloys Adds more exotic or high-end alloy designs.

Why This Would Improve Racing

This would add depth to racing without requiring a balance change. The performance system could remain exactly as it is, while the visual side would make upgrades feel more rewarding.

It would create more long-term progression, add another money sink, make racing cars feel more personal, give players visible proof of their investment, and make garages, race previews, car displays, and racing profiles more interesting.

It would also create space for community interaction through styling competitions, limited cosmetic rewards, event decals, and Torn-themed stickers. These rewards would not affect racing performance, but they would still give players something worth collecting and showing off.

A stock car, a lightly upgraded car, a fully built tarmac car, and a rally-focused dirt car should not all look identical. Even if this system started small, with paint, wheels, spoilers, ride height, vinyls, and carbon panels, it would make racing progression feel much more satisfying.

In short, racing upgrades should not only change numbers. They should also change the way the car looks. This would make every car feel more unique, make player investment more visible, and give the racing community more reasons to engage with their cars beyond pure performance.


What if....

[Userscript] Restore OG Car Names · · 17 likes

[image: modulah.github.io]

MoDUL's:

Restore OG Car Names

Restores original real-world car names across Torn.

Join the Discord Server Download Restore OG Car Names

What it does

Restores original real-world car names across Torn by replacing Torn’s fictional names wherever cars are displayed.

Examples

Torn name Original name
Edomondo NSX Honda NSX
Tsubasa Impressor Subaru Impreza STI
Çagoutte 10-6 Peugeot 106

Where it works

  • Racing pages
  • Docks
  • Item Market, including all car category views
  • Individual item pages
  • Bazaar listings and descriptions
  • Activity Log, including log popups
  • Performance / PDA notes

PDA-friendly design

  • Uses short, lightweight scan bursts to catch delayed page renders
  • Includes a debounced, low-impact observer for dynamic content
  • Does not continuously scan the page
  • Safe for TornPDA and mobile use

How to use

  1. Install the script in Tampermonkey, Greasemonkey, TornPDA, or another compatible userscript manager.
  2. Browse Torn normally: Racing, Item Market, Bazaar, Logs, Docks, and item pages.
  3. Original car names will be restored automatically.

Optional support

If you found this script useful, here are two ways to support it. Totally optional, but always appreciated.

Send thank-you mail Send an item / trade

Note suggestion: “Thank you for this script.”

Photos

[image: modulah.github.io] [image: modulah.github.io]

Changelog

v1.3.0

  • Restores OG car names in dock listings and cards, mobile/PDA included.

v1.2.9

  • Expanded support to Item Market, Item pages, Bazaar, and Activity Logs.
  • Replaces names everywhere, including descriptions and logs.

v1.2.8

  • Improved handling of dynamic lists and SPA navigation.
  • Also replaces names in title, aria-label, and alt attributes.

v1.2.7

  • Fixed Item Market pages using capitalized sid=ItemMarket.
  • Improved detection of Torn hash-based routing.
  • Ensured car name replacement works on all Item Market category views.
  • Added a single console notice confirming script injection.

v1.2.6

  • Improved script injection reliability across all Torn routed pages.
  • Unified handling for page.php and loader.php.
  • Prevented execution on unrelated Torn sections.

v1.2.5

  • Added support for Activity Log pages.
  • Car names now update correctly inside log entries and log popups.

v1.2.4

  • Added full support for Bazaar pages.
  • Car names now update in Bazaar listings and item descriptions.
  • Improved handling of delayed React renders.

v1.2.3

  • Added full support for Item Market.
  • Car names now update in item tiles, tooltips, and descriptions.
  • Improved timing logic to catch SPA updates.

v1.2.2

  • Expanded coverage beyond Racing pages.
  • Added support for replacing names inside paragraph descriptions.
  • Improved performance on mobile and TornPDA.

v1.2.1

  • Added PDA-safe, debounced observer logic.
  • Prevented excessive DOM scanning.

v1.0.1

  • Initial public release.
  • Restored original car names on Racing pages only.

Current version: 1.3.0

Recent archived posts

[Userscript] Simple cRaCked V2 ·

Bump

DO U ARE HAVE EMOTIONAL INTELLIGENCE ·

MoDuL's Custom Race Filter ·

[image: modulah.github.io]

MoDUL's:

Custom Race Filter

A compact custom race filter built for Torn racing.

Join the Discord Server Download on GreasyFork

This script adds a clean filter panel above Torn's custom race list so you can find the races you want faster without digging through every listing manually.

Free features

  • Track filter
  • Laps filter
  • Lap mode: Exact or Min
  • Car-name mode with fictional and OG/real names
  • Automatic real-name detection if another script already changed the visible names on the page
  • PDA compatible
  • Saved settings

Supporter features

  • Password filter
  • URT / JLT filter
  • Car/Class filter
  • Start-time filter
  • Bet filter
  • Popularity filter
  • Status toggle
  • Inline license manager in the panel

How it works

  1. Install the script in Tampermonkey, Greasemonkey, or another compatible userscript manager.
  2. Open https://www.torn.com/page.php?sid=racing&tab=customrace
  3. Use the panel above the custom race list.
  4. If you have a Supporter license, verify and save it directly inside the panel.

Compatibility notes

  • Works with TornPDA and standard browser userscript setups
  • Supports fictional names and OG/real-name workflows
  • Adjusts automatically when another script has already changed the car names shown on the page
  • Recent builds improved stricter Firefox / Greasemonkey style verification and storage handling

License flow

  • Inline verify/save panel
  • No browser prompt flow
  • 2-second progress bar after successful verification
  • Removing a license resets only Supporter settings and keeps free settings untouched

Screenshots

[image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io] [image: modulah.github.io]

Current version: 2.5.2

Price Table

Duration Cash Price Xanax Price Savings
CRF — 1 Month $1,500,000 2 Xanax Standard monthly price
CRF — 2 Months $2,250,000 3 Xanax You save $750,000
or 1 Xanax
CRF — 3 Months $3,100,000 4 Xanax You save $1,400,000
or 2 Xanax
CRF — 6 Months $6,000,000 7 Xanax You save $3,000,000
or 5 Xanax
⭐ CRF — 12 Months $12,000,000 12 Xanax You save $6,000,000
or 12 Xanax

[Userscript] MoDuL's Smuggler ·

bump

[Userscript & WebApp] MoDuL's Pit-Guru ·

bump

[UserScript] Pythagoras Project - Company Intelligence System ·

bump

[Web Application] JobCentre+ ·

bump

[Userscript] Simple cRaCked V2 ·

Bump

[Userscript] Restore OG Car Names ·

bump

[Userscript & WebApp] MoDuL's Pit Guru ·

bump

[Userscript & WebApp] MoDuL's Pit-Guru ·

bump

[UserScript] Pythagoras Project - Company Intelligence System ·

bump

[SCRIPT] COMPANY & TRAINS DASHBOARD · · 2 likes

traitor... :P

[Website] JobCentre+ is out ·

bump

[Userscript] Simple cRaCked V2 ·

bump it

[UserScript] Pythagoras Project - Company Intelligence System ·

v3.1.5 - Wage history from joining

  • Staff cards show a Joined — salary $0 starting entry followed by every recorded salary adjustment with its timestamp. Rehires retain their separate joining records and restart from zero for the new employment.
  • Sync all now retrieves all available hire/wage log pages separately from the latest training/role page. Subsequent syncs retrieve new changes with an overlapping timestamp, preserving and deduplicating the full saved history, including events for staff loaded later.
  • Balance uses the joining-date zero baseline once available log coverage is established. Recorded wage changes then apply at their dated company-day boundary. Missing, inconsistent, or inaccessible history remains a gap rather than being silently assigned zero or current pay.
  • Pagination is restricted to the expected Torn hire/wage endpoint and must advance to older records. Malformed replies, failed requests, and company/account switches do not replace stored history or mark it complete.
  • Rebuilds operating costs after the hire/wage import. Revalidates previously reconstructed totals against the joining-aware model without changing current employee pay.
  • Run Sync all after updating. Initial backfill can take longer; the sync console shows page progress. Only logs available to the syncing account can be retrieved, so changes made by another director may remain unavailable.

[UserScript] Pythagoras Project - Company Intelligence System ·

v3.1.4 - Historical Balance wages

  • Current employee wages are no longer copied into older Balance dates. Wage totals require dated staff wage-change logs or API observations, and explicitly recorded zero wages stay zero.
  • Wage-change logs preserve exact timestamps and use the existing 18:10 TCT company-day boundary, so late-night changes apply to the next closing date. Re-sync upgrades legacy date-only entries; ambiguous change dates stay unknown until their timing is recovered.
  • Ignores unverified wage totals backfilled by older versions while retaining advertising history. Newly reconstructed totals carry evidence metadata, and dated logs can correct previously saved totals.
  • Unknown historical wages and their profit remain blank in Balance and exported reports. Daily and weekly graphs leave gaps instead of plotting unknown costs as zero; company goals disclose missing wage coverage.
  • Loading older individual staff logs no longer overwrites current pay. Fresh staff-card history takes precedence over stale profile copies.
  • Use Sync all and, where necessary, older staff-log pages to recover wage history. Rebuild balance refreshes the displayed calculations; missing historical evidence is not replaced with suggested pay.

[UserScript] Pythagoras Project - Company Intelligence System ·

v3.1.3 - Faster startup, authoritative sync, and role-aware wages

  • Timeline and report-section settings now persist correctly. Timeline loading can be disabled completely, and disabled timelines are omitted from the server bootstrap for faster startup.
  • Routine refreshes are consolidated into one Sync all action covering business details, the authoritative employee roster, stock and services, latest news and reports, exact training actions, wage and role history, advertising changes, and restocking costs.
  • Fresh Torn employee data is authoritative: missing current staff move to Past Staff, rehires return to Current Staff, and local contracts/history are retained.
  • Suggested wages use only each position's primary and secondary working stats. Mechanic Shop Technician/Apprentice/Cleaner use MAN + END; Manager/Receptionist/Trainer use INT + END.
  • Every wage-model value and role requirement accepts decimal input and retains decimal precision until the final suggested wage is rounded.
  • Retains the recruitment-mail hand-off and all behavior present in the previous PE userscript; no old-only methods were removed during reconciliation.

     

[UserScript] Pythagoras Project - Company Intelligence System ·

v3.1.1 - Python feature parity

  • Wage system now includes PE-style ROI comparisons with role filtering, sorting, role fit, recorded training value and review priority. The comparison formula and missing requirements are explained in the panel.
  • Data and reports now includes company rating, weekly-profit and role staffing goals, saved separately for each account/company. Profit progress shows its dates and incomplete history coverage.
  • Last sync data now distinguishes cached records from live access checks and retains visible history-sync errors. Internal fetch modes are removed from formatted summaries.
  • Company-wide staff-history imports retain former-staff history in the cache and preserve current wages when older wage-change events arrive.
  • Retains the 3.1.0 recruitment mail bridge brought across from the PE userscript.

v3.1.2 - Screenshot privacy coverage

  • Privacy mode now masks staff names and dates in Training log, Train Schedule, Staff, Directors, and Employee Efficiency history.
  • Business identity, director, age, founded date, staff metrics, customer counts, chart axes, stock restock quantities, and wage calculator values are covered.
  • SVG chart labels, tooltips, and accessibility labels are replaced so hidden values cannot remain readable in screenshots or hover text.

 

[Web Application] JobCentre+ ·

Recent update includes:
- Companies rating (from their verified employees, anonymously).
- Employee Rating (from their director).

Company rating will be visible on ad listings.
Employee rating will be visible on the employee cards.