The brief

Tiny Heist is our own stealth game for the browser, built around one line: "Steal everything. Try not to get caught." The aim was the tension of a stealth game in short missions that work on a laptop and on a phone.

The game had to be fair. When a guard spots the thief, the player should see why. When a plan fails, there should be a way to recover without starting over. It also had to run as plain files with no runtime dependencies.

What we built

Five museum missions

The campaign has five hand-made missions: The Velvet Job, Prism Panic, The Grand Finale, Midnight Metro and Crown & Chaos. In each one the thief collects the diamonds and escapes. A finished mission earns a star rating, a personal-best time and medals for three replay challenges: Ghost, No Gadgets and Speed Run.

After the first win, the player can race a translucent ghost of their own fastest run. G toggles it on and off.

Security that behaves like security

Guards have vision cones that stop at walls, a suspicion meter and real pathfinding. When the thief breaks line of sight, guards search the last place they saw them. Laser traps flash amber before they fire. Ten sweeping CCTV cameras across the five missions raise the alarm and send nearby guards to the spot.

Each mission has one security terminal. Holding E next to it for a little over a second shuts down cameras and lasers for nine seconds.

The thief's toolkit

Shift makes the thief slower and much harder to see. Space throws a rubber duck that pulls guards away; the HUD shows three per mission. R rewinds the last three seconds; the HUD shows two per mission. Both cost score, so a clean run still pays best.

Mission Control shows short hints that the player can dismiss. A dotted trail points to the next diamond or the exit along corridors the thief can actually walk. On touchscreens the same actions sit on a virtual thumbstick and hold buttons. The game pauses when the tab loses focus, which matters on a phone.

Daily Contracts and Field Notes

Daily Contracts reset at midnight UTC. They rotate through the five maps and three limited-gear rules, and the daily record is kept apart from the campaign. Field Notes is a local diary of attempts, wins, busts and time to the first diamond. The player can copy it as a report; it is never sent anywhere.

Levels are drawn in code with procedural vector art, and sound is synthesized in the browser. The stage keeps a 16:9 frame without stretching or cropping.

Where it stands today

On 8 November 2026 the game is live at tinyheist.mmix.biz in English. It opens on the first mission, The Velvet Job, with a loot counter, a timer, a security status and the control panel on screen. The site version shows no ads and needs no login.

Related

How we build web products: web development. Another small arcade game of ours: Tiny Disaster. Our platformer: KITO RUN. A game studio's website we built: Everest Games.


Project lead: Marketing MIX. Product: Tiny Heist, our own browser game. Year: 2026.