Dash through rooftops. Sneak around guards. Slither past defense systems. Live the life of a phantom thief in five different heists, and try to stop your sibling from going down your father’s dark path, or simply screw them over for your own ends.
Plans
The goal for the full game is to feature the prologue heist (already in), three heists as part of the main story, and one optional heist that sees you escaping from prison in case you are caught during any of the other heists.
I have other pressing duties (cash money is tight) that I need to attend to, so I have no idea the rate at which I’ll be able to update this project.
What are you waiting for? Go play! I hope you enjoy!
Features
- Customize your character’s gender, sexual orientation, appearance, personality and more.
- Customize your thief persona: choose an alias, thief archetype, and motivation!
- Pursue romance, or friendship, with several characters: the annoying genius detective on your heels, a
with your feats, your ardent rival thief, a kind barista at your favorite cafe, or your sleazy fence. - Go through five different heists where success depends on your choices and preparation.
- If you fail, get arrested and try to escape prison!
- Deal with the ghosts of your past. Stop your sibling from going down your father’s dark path, or simply screw them over for your own ends.
Content Warnings
This initial release has light violence, and an involuntary drugging. (The MC uses sleeping powder to escape.)
The start of Chapter 1 has a lot of things but none depicted or graphic, mostly implied or discussed: underage drug abuse, underage alchohol abuse, parental neglect, heavy bullying, child abuse, physical assault, verbal abuse.
Romantic / Friendship Options
(Due to the custom genders, I’m using their surnames for ease)
Du Marco, The Detective (Selectable Gender)
The pebble in your shoe. Your eternal shadow. They have been chasing you for as long as you have been active. Aloof, loves a mystery more than anything else. The Sherlock to your Lupin.
Dubois, the Fence (Selectable Gender)
Your skeezy fence. Slightly unwashed, very well-connected. Their friendly, flirty demeanor is an obvious ploy to get you to be a loyal customer.
Carmine, the Rival (Selectable Gender)
As if the detective isn’t enough, you also have to contend with this troublemaker. More than often have you clashed over the same marks or gone out of your way to screw each other over.
With a musketeer hat and a domino mask, Carmine promises to make your current objective very difficult.
Marquis, the Barista (Selectable Gender)
The barista at your favorite café, where you go to quietly ponder your previous and next schemes. Always has a bright smile and a gentle touch that makes even your defensive phantom thief self lower your guard around them.
Jameson, the Reporter (Female)
For some reason, this woman has had an obsession with you for a while. The one journalist to report on everything you do, who also seems to have more info than most.
Go-Gal, the Super-hero (Female)
Faster than a speeding bullet, stronger than a freight train, more charming than a pack of puppies! Short dark hair, bright blue eyes, and a winning smile. Your living nightmare. Super-heroes are the reason why your every heist has to be done as fast as possible, in case people like her show up.
Wanted Feedback
Any feedback is appreciated, but the points below are particularly salient for me:
- Typos, weird phrasing, misused words, awkward jumps in the narrative, too often repeated phrasing, confusing segments, etc.
- How did the heist feel? Are the Delay mechanics confusing? Was it too hard, too easy?
Any suggestions of places for text relating to a custom part of a character. Like, maybe in a certain paragraph, the player character’s hair could be mentioned. Anything to make your character choices feel more satisfying! - Any choices you’d like to see? An alternative you felt missing somewhere, or just things you think would be cool? Not guaranteed to take all ideas, of course, but would love to hear thoughts.
- I fear I was so distracted with the details of this being a game that my prose might have suffered and I did not do a good second pass or might have ignored some common prose guidelines (weak verbs, etc). Do tell me if you spot anything of the sort.
Current State
- Average run: 18k words
- With code: 40k
- No code: 36k
The game’s initial release had the prologue heist. The first update now adds the interlude heist review, and the start of chapter one, ending just before the free time wherein the player will be free to prepare for the next heist as they wish.
If you have played the first update, I have added a quick way to rush to the new content and also see the changes made to the prologue. Also Content Warnings have been updated, please take a look.
16 of Jan Update Changelog
IMPORTANT STORY CHANGES:
✦ Placed an explanation of the planning of the prologue heist after taking the invite from the curator. I was going to place it after the heist was done, but the placement felt weird and like rehashing something already done.
✦ Substituted the end of demo paragraph during the prologue for some new text regarding the player’s home.
✧ Changed details around regarding the people who help you in the heist. Electric company guy now cut power to the whole district of the museum, and Marcel now is the one that told you about the secondary power generator and other things.
✧ The player now places a calling card where the Monet Lissandro used to be once they steal it.
✧ Changed Remi’s name to Remy.
✧ Changed name of the street in the Statue Escape ending of the heist to Realle.
✧ When swiping the invitation from the curator, the player now replaces it with a fake one made ahead of time.
(✦ Marks changes that are bigger than just a new phrase. To see them without hunting them down, choose to “start from the last update” option.)
Minor Changes
✧ Added a joke about getting to the curator’s ass before the heist’s second call. Couldn’t help myself.
✧ Added a mention about the character’s hair when they return to the rooftop after stealing the curator’s invitation.
Fixes:
✧ Changed affection gain. Using standard variables for it now, and decreased the gains and losses overall.
✧ Fixed reported grammar and typos.
✧ Fixed typos.
✧ Fixed bald inconsistencies. Bald is now tied to hair length, and won’t result in bugs anymore.
✧ A couple flirtation options were locked behind the player being interested. Those were removed. Now, players flirting with NPCs they aren’t actually interested in, will be treated as stringing those NPCs along to get in their good graces. Insincere flirting is very thematic, I think.
✧ Game now properly skips asking if the player is interested in characters that don’t match their stated preferences. Some QoL, I suppose.
AI Disclosure:
No — This project does not contain the output of Generative AI



