Native iPhone card game · In development

Take the score.
Carry the consequences.

Plan a robbery, choose two specialists and work around cameras, guards and shutters. Every prize adds a useless Loot card to your deck, so stealing more makes escaping harder.

  • Premium single-player
  • Offline-first
  • No casino framing
LIVE BUILD
Pocket Heist prototype showing illustrated cards beneath the Camera Grid security beat

01 / THE JOB

The central dilemma

Stealing more makes escaping harder.

Taking Loot costs an action, raises Weight and adds an unplayable card to the deck. A small haul leaves room to escape. A full bag can break the plan that got you inside.

Read first. Commit second.

See each risk before you commit.

Security is difficult because the decisions collide, not because the rules are hidden.

A1

Access

Camera Grid

Find the blind angle before the lenses converge. Miss: Heat +2
S2

Stealth

Guard Crossing

Slip through while the patrol changes formation. Miss: Noise +2
D3

Disruption

Street Shutters

Jam the lockdown before the lane seals. Miss: Heat +1 · Noise +1

Short runs. Long decisions.

Build a crew for this job, not forever.

Each run offers three operators and asks you to choose two. Their assists change which risks are affordable, so the same rooms produce a different plan.

  1. 01
    Draft the crewChoose two operators from a rotating three-person offer.
  2. 02
    Control the roomsMatch tactics, combine cards and bank an edge for the exit.
  3. 03
    Name your priceLeave safely or spend precious actions loading the deck with Loot.
  4. 04
    Survive the getawayPush for the safehouse, or abandon treasure before Strain breaks the run.

Playable internal prototype

One complete robbery is playable now.

The current native SwiftUI build covers one repeatable job from crew choice to debrief. It tests the core question before more content is added: does a better score feel worth a worse escape?

This is an active prototype, not an App Store release. Audio, progression, broader content and production art remain staged work.

Operators
6
Different pairs each run
Security beats
3
Visible weaknesses and consequences
Rules tests
25
Repeatable game rules and session coverage
External services
0
No account, network or third-party runtime

The exit is part of the score

How much is enough?

Pocket Heist is in private playtesting. The next milestone is learning where greed becomes exciting, unfair or obvious.

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