
The antique piano
A black upright that wobbles, tilts toward whoever's slowest and dents on every bump. Up to four can carry it, and it moves at the pace of the slowest pair of legs.

The job
At the end of a long gravel drive, past the dead trees and the flickering gas lamps, stands Grudgewick: fifty-one rooms over three floors, a clock tower, a glasshouse, and a gallery of portraits whose eyes follow you down the hall.
Your crew pulls up in a battered removals van to haul its priceless oddities out. The trouble is, the house is awake. It reads your plan before the ink is dry. It knows which door you used last time. And it never, ever forgets a face.

Ninety seconds on a blueprint in the back of the van: the route in, who carries, where to regroup.
Then it plays cards against your plan. The stairs you picked fold flat. The room you marked moves.
An antique piano that wobbles, tilts toward whoever's slowest, and dents on every bump.
How a heist goes

01 The plan
Before every job, the crew gets ninety seconds at the blueprint table in the back of the van. Drag the route in, pin the Prize, hand out the roles, mark a rally point and drop your tools where you'll need them. Nobody has to type. Once you're in, the plan stays drawn in the world, a faint line in the dark, so everyone can see where they should be.
The crew's planned route glowing in amber up the dark drive to the manor's porch.
02 The break-in
Slip in through the front doors and find the Prize, wherever the house is keeping it tonight. Grab curios on the way, one in each hand. Something will go wrong about every minute or so. The house is listening.
The manor's double front doors swinging open from inside, the drive and the van beyond, a burglar running in.
03 The warning
When the lights flicker, the portraits turn and the house clears its throat, you've got three seconds. Then it plays a card against your plan, and tells you exactly what it thinks of it.
A portrait in a gilt frame turning to look straight out, its eyes taking a faint green.
04 Plan B
Cold Feet folds your staircase flat, piano and all. Every card breaks one part of the plan, never the whole thing, so there's always another way through. Find it before the clock does.
The grand staircase in the Great Hall folding flat into a slide as the crew reaches the top with the piano.
05 The carry
The Prize moves at the pace of its slowest carrier and tilts toward them. Every bump is a dent, and every dent comes out of the take. Get it into the van before the house locks down.
The crew carrying the piano out through the manor's porch and down the drive to the van, in the rain.
06 The replay
Every run ends on a replay: your plan in white, what really happened in colour, the dents where they landed and the house's cards where they struck. Screenshot it. Then run it back.
The house's hand
Grudgewick holds a hand of counter cards and plays them against whatever you planned: three on a starter job, up to six on a hard one, and more the higher you climb the Grudge Files. It always plays the one that would wreck the most of your plan.
Turn the sound on to hear it.
Every card is telegraphed three seconds early. The lights flicker, the portraits turn, the house clears its throat.
A card breaks one part of your plan, never the whole thing. The plan bends. It doesn't vanish.
The same card never fires twice in one run.
The crew
Positions are earned on the Grudge Files. Hauler and Decoy are open to everyone from the first job, so a friend can jump straight in. Lookout and Fixer unlock as the house starts to hate you, and the Mastermind sits at the top.
Unlocks at Burglar
Lays the plan and takes the biggest cut, if the plan works. The house goes after the Mastermind first.
Unlocks at Nuisance
Sees the house's warnings early, before anyone else.
Unlocks at Pest
Forces locks fast and jams the house's traps.
Open to all
Grips heavy loot better. Open to everyone, as many as you like.
Open to all
Makes a scene: the house holds off its next card for ten seconds, and its next warning sounds where the Decoy stands.

The house lends you two interns. They help. Badly.
A duo gets one. They'll carry their corner, more or less, and keep a respectful distance from anything that might be blamed on them.
Nothing needs chat.
The take

A black upright that wobbles, tilts toward whoever's slowest and dents on every bump. Up to four can carry it, and it moves at the pace of the slowest pair of legs.
Worth more, and the house plays one card more against it. Carry it level: tilt it and it spills.
Carried like a stretcher. It's definitely asleep. Knock it about and it wakes up, thrashing.
Grab-and-go curios, one in each hand, worth more the rarer they are. Some of them grow legs. Your best finds go on the racks in the van between jobs, over a strip of tape with your name on it.
The ladder, rope and smoke jar come with the van. The rest you buy with your take, and each one is a new token on the planning table, and a new thing for the house to counter. Early jobs can be won without them. Later ones, much less so.
Ladder
A way up to a window.
Rope
Lowers the Prize from a window.
Smoke jar
Hides a room from the house.
Moving blankets
Wrap the Prize: they soak up dents.
Crowbar
Its holder forces locks like a Fixer.
Spyglass
Watch from a window: warnings come sooner.
Piano dolly
Roll the Prize fast along one floor.
Stair grease
Down a greased flight, the Prize shoots to the foot.
Door wedge
A room's doors can't be locked or boarded up.
Decoy music box
Plays as you break in. While it plays, the house only listens.
Pocket watch
Once a run: thirty seconds more on the clock.
The Grudge Files
How much the house hates you is how good you are. Every job adds to your grudge and your rank on the Files, for the world, for the week and among your friends. Climb high enough and the house greets you by name. Then it stops playing nice.
Subject: You, and your crew
The house's note“Through the Ballroom again? I remember.”
Stranger
From day one
Hauler and Decoy, from your first job
Nuisance
10 grudge
The Lookout's badge
Pest
30 grudge
The Fixer's badge
Burglar
60 grudge
The Mastermind's seat
Menace
100 grudge
The house greets you by name, and plays a card more
Public Enemy
160 grudge
Your name near the top of the boards
Nemesis
250 grudge
Two cards more. The house's undivided attention
House rules
Brief
30 s
The job, and the Big Prize it's for.
Plan
90 s
Route, roles, target, rally point and tools, on the blueprint in the van.
Break in
up to 9 min
Grab curios, find the Prize, carry it out while the house plays its cards.
Extract
The Prize in the van before the house locks down.
Recap
30 s
Plan against reality, the take, the dents. Then run it back.
Grudgewick · Rules of the house
Built for phones first. Every action has a touch button and a gamepad button too.
Questions
Soon. Grudgewick is in its last round of testing before it opens on Roblox. This page will have the link the day it does.
Yes, free to play on Roblox. There's a shop, and it keeps three rules: anything that helps can also be earned by playing, rank on the Grudge Files is never for sale, and there are no loot boxes.
One to six. Playing solo? The house lends you two interns, and a duo gets one. They help. Badly.
It's built phone-first, and plays on tablets, computers and consoles too. Every control has a touch button and a gamepad button.
No. Pings, emotes and the plan board say everything that matters, and the house's lines come with subtitles. Voice is a bonus, never a need.
Creepy, not horror. A dark old house in a thunderstorm, portraits whose eyes follow you, and a voice with opinions. No jump scares, no gore, no weapons: when things go wrong, people fall over.
Around ten minutes from the brief to the replay. The house locks down nine minutes after you break in.
Grudgewick is waiting
Grudgewick opens on Roblox soon: free to play, for crews of one to six. Get your crew together and start arguing about the plan now.

