What we're playing
Nick of Time
One suspect. Everyone else is the law.
You look like everyone else in the city, and the police have no marker on
you — they only see the trouble you cause, once somebody phones it in.
Walk past a copper like you belong there and he'll never know. Get spotted
in a car and that car is marked until you swap it and become nobody again.
Take what you can in ten minutes, then make it to a safe house — or
sit tight and let the clock reward your nerve.
Ten minutesa round
Four careersthree more coming
Most moneywins
The one clever idea
The map that lies to you
The police do get a marker labelled Suspect. It only tells
the truth while a copper can actually see you.
Lose them and it becomes a guess: it keeps your last position and grows an
arrow pointing where you were going — and goes on pointing that way,
confidently, long after you've turned round and parked behind them. A circle
swells around it until the game gives up.
So the counter-play isn't stealth. It's being boring, which is
surprisingly hard with forty grand in the boot.
Choose your crime
Four careers, four different games
The crime you pick is the difficulty, and it sets your hour of the
day and your map. Nobody tells the police which one you chose — they only
learn what you are from what gets reported.
🏪
Shop robber
The starter
Every till asks the same question: take the lot slowly, with a silent
alarm ticking that you can't see — or put the window through, take less,
and go.
- Its hour
- Closing time into the night.
- Beaten by
- A copper who works out which shop you haven't hit
yet, and waits in it.
👻
Pickpocket
The ghost
Nothing on your map at all — just wallets and parked cars, anywhere.
Earns the least and is by far the hardest to catch, because nobody can
guard a pavement.
- Its hour
- Afternoon crowds fading into dusk.
- Beaten by
- Your own greed, performed in front of a
witness.
🚚
Bank robber
The loud one
Armoured vans worth more than a night of shops, and no clever way to do
it: you stand at the back doors in daylight for several very long seconds,
heard through walls.
- Its hour
- The dawn cash run, when the vans collect.
- Beaten by
- The vans being on the police map too. They know
what you want before you want it.
🎾
Hitman
The big one
Two names, one night, the most money in the game — and the best chance
of going home with nothing.
- Its hour
- Broad daylight — tennis-and-golf hours.
- Beaten by
- Confidence. Both your targets are guarded all
round.
🔒
On the bench
Not built yet
Three more are drawn up: a Drug Runner working night into first
light, a Car Thief in the dead hours, and the Smuggler — one
laden lorry, corner to corner across the map, paid less for every dent in
it.
The escalation
The money is the heat
There is no separate wanted meter: the cash in your pocket is your
wanted level, so every pound you pick up is a small deliberate decision to
make your own evening worse.
The city then answers in stages. A couple of computer cars trail you
politely — they can never arrest you or end the round; the AI here is scenery
with a siren. Then they close up and try to spin you. Then firearms are
authorised force-wide, mid-round, and never handed back: until that moment
the game refuses to let you die, and after it, it won't. Then the district
shuts. You stop being chased and start being contained.
Shoot a copper and you are at the top of that ladder for the rest of the round.
Not an ending — a bill. And he doesn't stay dead: the man in the black
suit gets back up near the chase seconds later. Then another one. Yes, it's
a Matrix joke. No, it doesn't help.
You have a pistol and almost no ammunition for it — not enough
to fight with, just enough for three or four decisions you will think about
afterwards.
The top job
The Hitman
The protector knows the man. The killer only knows the neighbourhood.
Two names, two prices, and only one has to die. The police were briefed
this morning, so both men sit exactly on their map. You get two circles — and
the circle isn't centred on the man, so driving to the middle finds you a bus
stop. You get out and walk, in daylight, looking at faces.
Both are guarded all round, and nothing tells the police which one you
picked. That is the best standoff in the game: they choose between guarding a
man and hunting a stranger, and you choose whether the quiet one is quiet
because nobody is there — or because somebody very patient is.
The last two minutes
The clock pays the calm
Late on, three safe houses appear — handed to the police the same second
they are handed to you, so it's guess-which-door rather than an exit. Getting
inside ends the round on your terms, with a decent bonus.
But it isn't the best ending. Reach the whistle with nothing on their map,
nobody having seen you in well over a minute, and yourself barely moving, and
the game pays you more than the door does. Being dragged over the line pays
nothing at all. Every other chase game rewards the spectacular escape; this
one pays most to the bloke who turned his headlights off in a farmyard four
minutes ago.
Getting nicked, incidentally, costs you nothing. Everything
you've taken is already yours — an arrest only costs you the rest of the
clock.
Wearing the badge
Seven ways to be a copper
You pick a uniform, then a vehicle out of the station car park. The vehicle
is a class choice: it decides what you are for.
🚓
Marked cruiser
The pressure in his mirror — the reason he drives badly enough for
someone else to spot him.
🚗
Unmarked car
He doesn't know you're police until you light it, ram him or shoot.
The ambush.
🏍️
Police bike
You see further and fit through gaps cars can't. No roof, no second
chances.
🚐
Police van
Carries its own spike strips — drop one behind you while being
chased.
🐕
Dog unit
Let one out and it runs at him from anywhere on the map. It can't bite
or arrest, and he can't see it coming — he just hears it.
🛻
Sheriff 4x4
Goes where the road doesn't. If the round's gone rural, you're the only
one not swearing.
🚚
Decoy van
His map says you are an armoured cash van. Empty, obviously.
Go and be tempting.
🚁
The helicopter
Only counts a car it spots if he's speeding or already in a car you're
looking for. A calm, unknown car driven politely is invisible from above.
It punishes panic, specifically.
The border: a few roads out are manned each round. He
sails past if nobody knows his car. If they do, the post spots him and
chases.
Why it works
Rock, paper, scissors
Nothing wins outright. Everything has something that beats it — and that
has something that beats it too.
The sky and the road
- Drive flat outthe ground can't keep up.
- So they put a helicopter upvery good at following a fast car.
- So you drive calmly, in an undescribed carthe sky isn't allowed to count it.
- So they man the roads outwhich stop the cars they know.
- So you swap carsand they wave you through.
- But swapping means getting outand being seen in it starts this again.
The chase and the dark
- Being chased is badheat climbs, and crossing the line chased pays nothing.
- So you go to groundcreeping about unseen is the best-paying ending there is.
- So they let the dogs outthe one tool built to find a man who isn't moving.
- So you movedogs are slow. An engine leaves them behind.
- But moving is being visibleand a moving man gets seen and phoned in.
The Hitman's duel
- The cocky assassin walks straight indaylight, crowd, guards, confidence.
- So the police stand on the targeta human copper parked on the man is a wall.
- So the assassin waitsnothing hurries him, nothing moves them.
- But there are two names and one clockguarding one abandons the other, and he's paid for both.
Nothing here is a hard counter. Every arrow is a
bet on what the other side is thinking — which is why it holds up
over an evening.
Turning up
How to play it
Join the server and somebody types /nick start. Two people minimum —
though on your own it will hand you the suspect against computer police, which
is the best way to learn the map. No need to learn controls: the game puts
each button on screen the moment it matters.
Every round is written down and careers are tracked separately, so "who's
the best Bank Robber" has a real answer. This has ruined several excellent
arguments and is worth it.
Coming: more than one of him
Two or three criminals out at once, sharing one pot split between whoever
is still standing — so if your partner gets nicked, you get his share. Which
makes driving off and leaving your mate to the police a strategy rather than
a betrayal.
Written against the live build. The mode moves fast, so if
anything here disagrees with the game, the game is right.