
Project Heist
🎲 Top-down Turn-based Tactics
🥸 Unique Character Talents for Maximum Stealthiness
🎒 Inventory Management
🚽 Tactical toilet drinking (optional, 3/4 of the dev-team don't condone or encourage this behaviour)
💪 Expand Base with Money from Heists (remember to bring your entire team back home, bailouts are expensive)
Get in, get rich, get out
In this turn-based game of extraction and stealth, you assemble a team of specialists and balance their unique skills and gear to execute a high-stakes, stealth-based heist. Choose your approach and use your squad’s abilities and tools to adapt to the challenges ahead.
Each member brings distinct expertise and your progression between jobs unlocks better tools and upgrades, but extracting without a seasoned member of your team can be a devastating blow.
Success hinges on your ability to strategize, adapt, and make every decision count.
- Left click to Move/Interact
- Right click to show options
- [Tab] to toggle inventory
- Z/X to shuffle through Sneak, Walk and Run stances
- M to open map
- B to open the buy screen when in the hideout
- Engine: Unity
- Art assets:
- Design: Marta
- Art: Juan
- Programming: Daniel
- Producing: Stenz
This game was developed as an prototype over a couple of weeks with a small team!
Please let us know what you think about the game by leaving a comment, it helps us a lot!
Status | Prototype |
Platforms | HTML5, Windows, macOS |
Rating | Rated 4.7 out of 5 stars (3 total ratings) |
Author | Funday Games |
Genre | Strategy, Survival |
Made with | Unity, Blender |
Tags | Crime, Heist, Singleplayer, Stealth, Top-Down, Turn-Based Combat, Turn-based Strategy |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Development log
- Just launched!47 days ago
Comments
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Really enjoying this so far. A few problems, however:
*The prison break/tutorial takes way too long.
*There's no indication that the extraction points/exits exist no matter which entrance is taken.
*Pamphlet is spelled wrong
Agreed, there should be an option to speed up/skip the npc movement phase animations.
Yeah, you're definitely right - it's on the big list of 'things we'd like to fix', but we also just wanted to get it out and in the hands of actual players! Thanks for leaving feedback, we really appreciate it -- let us know if you have any other thoughts for how we can improve this!
Really happy to hear you're enjoying it!
Good points on what we can improve too!
- we'll see if we can find a way to make that tutorial shorter!
- super valid feedback on lack of indicators on extraction points, overall there's definitely areas where we can improve.
- nice catch with the wrong spelling, somehow we missed that one
If there's any other things you come across that you think we can improve or other feedback, don't hold back!