Skip to content

Mechanics

MechanicWhat It MeansPlayer Use
High-Gnome tasksThe 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 extractionLoot 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 equipmentMaterials 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 upgradesThe 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 hazardsThe 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.