A chaotic co-op heist game about characters whose needs are just a little too "important," repeatedly breaking into the same neighbors' buildings and trying to haul away anything valuable.
The plan is simple: Get in, grab the loot, avoid the cameras, don't get caught by the guards, and get out before the alarm spirals out of control.
Of course, a simple plan doesn't mean a simple job. Doors lock, cameras watch, turrets acquire targets, lasers wait in doorways, guards listen, loot gets dropped, your friends panic, and sometimes one wrong step turns the whole thing into a humiliating chase.
At the end of every week, everyone has bills to pay. Rent, debt, broken stuff, the cost of terrible decisions, and the characters' genuinely Very Important Needs… The more you steal, the longer you survive.
ASSEMBLE YOUR CREW
Choose from characters with unique abilities—and equally unique problems. One can phase through walls, one dashes into guards and stuns them, and another glides past cameras like a ghost. Everyone has a role. Everyone also has a weekly "Very Important Need"—and finding it and getting it out becomes another item on the crew's to-do list. Make a plan with your friends, forget the plan, improvise, blame each other. The usual.
GET INSIDE
Every break-in means a new problem. Search the rooms, check the doors, find valuable loot, and remember your way out. Because the place you casually called "our exit" on the way in might be the corridor a guard comes sprinting down five minutes later. Buildings reshape themselves with every run; the layout you memorized today won't be there to betray you tomorrow.
STEAL
Small items, large items, expensive items, and items that make you wonder, "Who thought this would be worth money?" If you can get your hands on it, decide whether it's worth taking.
Sometimes the smart move is carrying out the expensive television. Sometimes the smart move is dropping the television and saving your life.
Oh, and you have a driver. The driver wants to get paid too. If you can't scrape together the fare, nobody is going anywhere.
DON'T GET CAUGHT
The guards aren't just decoration. They can see you, hear you, chase you when the alarm goes off, and destroy your escape plan in seconds. If things get bad enough, the police will show up at the door—and from that point on, the clock is working against you.
Move quietly, create distractions, hide, and buy yourself time. Didn't work? Run. Don't overthink it. Thinking is what got you here, and look how that turned out.
WATCH THE SECURITY
CCTV systems are the building's eyes. If one camera spots you, you'll probably spend the rest of the job panicking. But cameras are no longer your only problem:
There are ceiling turrets that lock onto you. By the time you hear the lock-on sound, it's usually too late to start running—but give it a shot anyway.
Doorways are guarded by thin, red, deeply unfriendly laser traps. Hard to spot, easy to forget, and guaranteed to end with you face-down.
Use blind spots, change your route, silence the electronics when necessary, and don't let the alarm wake up the whole building. Security gets tighter as the days pass—don't get too comfortable with how easy the first day feels.
PACK YOUR TOOLKIT
The shop is full of junk that will make the job easier—or at least more entertaining: jammers that silence cameras and traps, a taser that puts guards to sleep, C4 that makes a path through doors and walls alike, throwable distractions, energy drinks, and plenty more. There's even a clone bank that can bring a fallen teammate back.
It all costs money. It all carries risk. It all ends with either "We really shouldn't have bought that" or "Thank God we bought that."
ESCAPE
Once the loot is in your hands, the job is only half done. The real challenge is getting all of it outside. Get too greedy and you might earn a bigger reward… or lose everything and end up face-down right in front of the exit.
Take the risk. Regret it. Go back in.
You have one objective: leave nothing behind but the walls and doors. (Walls optional.)
VERY IMPORTANT NEEDS
These characters don't live orderly lives, but their expenses arrive right on schedule. Every week brings new problems, new payments, and new excuses. The calendar advances, rent gets deducted, bills arrive, and absurd events drain the cash register. The money you earn is how you progress—and how you keep the crew's ridiculous routine alive.
FEATURES
• Chaotic, funny, low-poly co-op gameplay—rob, escape, and blame each other with your friends through Steam
• Playable characters with unique abilities and weekly "Very Important Needs"
• 2 different maps—building layouts, rooms, doors, and windows reshape with every break-in
• Guards, cameras, ceiling turrets, doorway laser traps, alarm states, and police raids
• Security that tightens day by day: more cameras, more locks, more surprises
• Collectible, carryable, valuable loot—with physics and public humiliation included
• Risk-versus-reward looting system (plus a driver who refuses to move until he's paid)
• Shop gadgets including jammers, tasers, C4, throwables, a clone bank, and more
• Weekly character expenses, a calendar-driven economy, and absurd needs
• Guaranteed opportunities to sneak, distract, flee, panic, and make mistakes
• Guard chases that are unnecessarily stressful but somehow still funny
• The freedom to spray-paint "we were here" on the walls (not recommended, not prevented)