Joelin Studios

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What we are building and what we changed our minds about, newest first.

Level 2: the pawn shop is open

The Corner Stop taught you the basics: case it, find a way in, get out. Golden Arrow Pawn changes the question. The shelves are glass cases, the clerk owns the place, and everything worth taking is worth more the harder it is to reach.

Golden Arrow Pawn at night, from across the street

There are three ways to play it. You can smash the cases, grab what you can and run, which sets off a glass-break alarm and starts a police countdown right away. You can go quiet: pick the case locks, cut the camera network from the back-room panel and lift the trays one by one. Or you can mix them, going quiet for the safe and loud for the last case.

Smashing a jewelry case
Lifting a tray from a case you picked open

The shop has five cameras, a back door, a roof, an alley and a safe with its own combination. If you clear it out and get away, the pyramid screen shows your take and whether you were clean. A clean job still earns a life back.

Level 3 is not started. We would rather make two jobs that hold up than five that don't.

A new home for the studio

The old site was a pile of pages we added to as we went. This one is built around Clean Getaway: you land on a camera feed, you can see how a job plays out, and you can try the same push-your-luck decision the game puts in front of you.

Slop Simulator and its shop are still here. They moved out of the front row, because Clean Getaway is what we are working on now.

Earlier this year

One good robbery beats ten bad ones

It is easy to design eight jobs on paper. It is much harder to make one of them feel right. The Corner Stop is the proof that the loop works: a clerk with a routine, cameras you can switch off, a safe you can crack, police who arrive from somewhere believable, and an alley and roof to escape across.

Every job above it gets built the same way, one at a time, using the same systems. Level 2 was the first test of that, and it held.

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