Mechanics
| Mechanic | What It Means | Player Use |
|---|---|---|
| High-Gnome tasks | The job list is the objective layer: finish tasks while stealing enough useful loot to make the run worth it. | Read the task list first, assign each teammate one task or floor, and only start greedy looting after the core jobs are under control. |
| Loot and extraction | Loot is valuable only if the team survives and gets it out. Co-op runs should treat extraction as a team timing problem, not an afterthought. | Stage bulky items near exits, call out when a danger is active, and leave enough time to recover from mistakes. |
| Crafting and equipment | Materials such as gnomium, grabble, fraggles, and grenades are community-reported demo topics tied to tools and mission solving. | Prioritize materials that solve the current house/task, then spend extras on safer repeatable upgrades after the launch build confirms costs. |
| Home upgrades | The Steam page confirms that stolen household items feed home and equipment progression. | After each run, check which upgrades reduce future run friction: carrying, movement, safety, scouting, or task completion. |
| Enemies and hazards | The game mixes stealth, physics chaos, and horror pressure. Community questions already call out homeowners, evil gnomes, roaches, explosions, and environmental danger. | Name the active threat out loud, move as a group when someone is trapped, and do not fight hazards unless the task requires it. |
These mechanics are public-source summaries today. Exact costs, formulas, object ids, and assets require the release build.