Heist Simulator lets you design and share your own devious heist levels
The strategy bank job game from No More Robots is coming later this year, but you can test its heist creation tools today.
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From GTA 5 to Monaco to Payday 2, I never get tired of pulling off heists in videogames. Putting together a team of colorful, highly skilled characters. Using stealth, subterfuge, and coordination to infiltrate a secure location. Stealing something valuable or getting completely busted. You son of a bitch, I'm in.
Today publisher No More Robots (Hypnospace Outlaw, Descenders) announced Heist Simulator, a bank job strategy game that lets you assemble the perfect team for the heist of your dreams. And when you've mastered the art of the heist, you can design and plan your own heist levels and share them with other players. Check out the announcement trailer above.
How heists actually work in Heist Simulator is a little unclear, as the trailer doesn't show a heck of a lot of gameplay. There are brief glimpses of selecting actions for a team of agents, which take them through the map to the goal and then to an escape point outside. You can see one agent sitting at a keyboard with a headset, one opening the massive vault, and another appears to be putting on a disguise. But most of the trailer focuses on designing and building elaborate heist locations.
"Whether it's action-packed heists, stealthy campaigns, puzzle-based setups, narrative jobs, escape the room style ordeals... the tools available as part of Heist Simulator allow for a whole host of different types of heist to be created and shared," reads the press release from publisher No More Robots.
We don't have an exact release date for Heist Simulator, only that it's coming later in 2021. In the meantime, you can try out a test version of the game's heist creation tools right now on Steam.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.

