Crack it. Route it.
Get away.
You run the dispatch of a small cartoon heist crew. Study the blueprint, fill the gold sockets of the route, then pull the job: tap a vitrine and Zip cracks it, steer the diamond past the lasers, and load the van before the police pull up.
In development for iPhone. Not in the App Store yet; Android follows.

Every job is a real heist
Each of the forty heists is played inside its own painted room: a jewellery showroom, a velvet lounge, a museum gallery, a server hall above the clouds. The loot sits in display cases, vault doors, paintings and server racks, and nothing drops until you crack it. You choose the moment.

Sirens, not instant failure
A scanner or camera that sees your loot sounds a siren and the crate rolls on. Three sirens and the building locks down. Take a risk for a faster run, or time every crack so nobody sees a thing: three stars are only for a clean job.

The getaway decides
Vans, limousines, art trucks and a helicopter wait at their bays. A van with two seats leaves when it is full and comes back a few seconds later, and a crate that reaches an empty bay costs you the job. Load it, send it, wait for it: that is the last puzzle of every heist.

Fair by construction
Every hazard shows its rhythm, every target shows what drops next, and every heist has been won by a solver running the real rules before you see it. Fail, and the game names the cause in one sentence and lets you retry the same plan at once.
Endless Heist
After the District, a crime wave through the city: proven heists one after another until one goes wrong. Every run has a six-letter code to share.