Twenty banks. Three crew. Whatever you can carry out.
The Jobs
Bank $0
The Job
Bank $0
You are a body short. Recruiting is free until the crew is back to three.
Benchclick to swap in
Three people need work
Hiring costs what they are worth. Stats are rolled once and traits never change.
Bank $0
RoboKyle120
Bag$0
StatusQuiet
WeaponKnife-
Squad total$0
WASD move · Mouse aim · Click shoot · E interact · R reload · Q melee · F stance · G mark a job · Esc pause
Paused
Debrief
Spend your points
How to play
The loop
Pick a bank, pick three crew, spend the take on their loadout, then pull the job.
What you carry out is both your score and the budget for the next one.
Controls
WASD Move
Mouse Aim
Click Shoot or swing
R Reload
E Drill, grab, revive, pry a till, lift a wallet
Q Swap to melee
Space Dodge roll
F Crew: follow / hold
G Ping a target
Tab Full map
Esc Pause
Things worth knowing
Melee is silent, guns are not. A clean knife takedown never gets called in. A guard who survives one is on the radio before he hits the floor.
Tills are optional money. Pry one by hand and nobody hears it. Shoot it open and everybody does.
The alarm starts the clock. Police arrive when it runs out, take the street, then breach if you stay.
Your bag is the limit. Carry stat plus whatever bag you bought decides how much leaves with you.
Crew death is permanent. They drop their bag where they fall. Pick it up before you go, because nobody is coming back for it.
Their gear survives them. Equipment comes back to the armory as long as somebody gets out.
The bank is full of people. Tellers and customers panic, scream, and run for the door. One who gets out, or reaches a phone, calls the police himself.
Customers carry wallets. Hold E next to somebody to go through their pockets. It is quick, it is quiet, and it is pocket change. Staff keep the money in the till, so there is nothing on them worth having.
ATMs are worth cracking. Hold E to work one open. More than a till, but it takes a while and you are stood in the open doing it.
Never shoot a bystander. Every one you kill takes a heavy bite out of your crew's morale, and low morale makes them worse at everything. Finish a job without hurting anybody and everyone feels better for it, including whoever sat that one out.
Gear belongs to the person you bought it for. Arming one crew member does not arm the rest, and what they own dies with them.
Wounds carry over. Patch people up for cash before a job, or leave them on the bench to mend at their own pace.
Guards have to notice you first. Walking in armed or masked builds their suspicion; a body on the floor removes all doubt.
RoboKyle cannot die for good. One self-revive a job. After that somebody has to reach him.
Settings
Music and sound effects are CC0 (public domain). Sources are listed in
audio/CREDITS.txt.