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The Break-In: Plan a Heist, Forget the Plan

Break into homes, steal everything, and try not to lose the ladder on your way out.

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The Break-in Review
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Half the plan was to break in quietly. The other half was to steal a toilet. Neither went well.

That’s usually how it goes in The Break-In — a multiplayer heist game where precision takes a backseat to physics, panic, and whatever weird tool someone brought along. You pick a house, scout the neighborhood, and figure out the best way to break in, get out, and cash in without setting off an alarm or getting tackled by the security system. You’ll probably fail. But it’ll be funny.

The setup’s simple: steal everything. Toasters, game consoles, guitars, sinks, vending machines — if it’s not bolted down (and even if it is), it’s fair game. Some items are awkward to carry. Some barely fit in your getaway van. Some fall off the roof mid-escape and take your partner with them. The game doesn’t stop you. It just lets the mess play out.

Tools open up new approaches. Ladders and ropes for second-floor windows. Crowbars for locked doors. Leaf blowers and rocket boosters for… questionable reasons. You can be strategic if you want. Or you can break into a museum using a bicycle ramp and a lot of hope.

Guards and neighbors keep things unpredictable. They’ll call the cops, turn on lights, and react if something feels off. You can sneak through, take your time, plan the perfect route — but most of the time, someone gets spotted. And then it becomes a scramble to grab whatever’s nearby and run before the police show up. Sometimes you don’t even know what you’re carrying until it’s in the van and the door’s slammed shut.

Solo works fine, but The Break-In is built for co-op. That’s where it hits its stride — not in the cleanest heists, but the dumbest recoveries. A teammate drops the loot, someone else brings the wrong tool, and somehow you still escape with half a couch and a golden statue you didn’t mean to steal. It’s that mix of semi-planned strategy and full-blown chaos that makes every run worth doing, even when it goes sideways.

You’re not here to be a mastermind. You’re here to test how far you can push a bad idea — and maybe get away with it.

The Break-in is available on Steam.

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