A text-based intrusion game about exposure, not puzzles.

You are hired to take one specific file off a company's network. Every action you take makes noise, and you can see exactly how much noise you have made. What you can never see is how much this particular target will tolerate before somebody looks up.

There is no way to make none. The goal was never silence — it is being unremarkable.

Ten contracts, one bankroll. What you spend on preparation does not come back. Buy a way in, buy what you know, and buy tools that go stale the moment defenders learn to recognise them. Leave a trail and that client catalogues your kit for good. Get traced and you arrive at the next job already warm.

And the file you were paid for is rarely the only thing worth taking.

Playtime: about 20 minutes for a full session of ten. Progress saves between visits. Controls: clicking. Languages: English, Português (BR).

This is a prototype

It is deliberately small: one system per contract, no crews, no multiplayer. It exists to test one specific moment — the one where you have what you came for, you can see something else worth taking, and you have to decide.

Feedback on that moment specifically is worth more to me than feedback on anything else. Second most useful: how long it took before the game clicked, and what you got wrong on the way.

Known and deliberate

  • No sound, no art beyond the cover.
  • Numbers are still being tuned and will move between builds.
  • Best in a browser window, though phones work.
  • Closing the tab keeps your bankroll and kit. A contract you were part-way through is lost.

Design by TacitusCustos. Code written in collaboration with Claude (Anthropic).

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