Grudgewick at night, seen from the gravel drive: a dark red-brick Victorian manor with a white pillared porch, gas lamps either side, bare trees and a full moon, the crew's van parked at the door.

A co-op heist for 1–6 players · Roblox

Rob a mansion that hates being robbed.

Coming soon to Roblox
The house remembers what you did.

The job

A mansion that hates being robbed.

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.

The house, greeting a crew
One of Grudgewick's portraits in its gilt frame, filmed in the game: a woman in a white cap and collar, her eyes turning faintly green.
  • “Oh. Visitors.”
  • “Wipe your feet.”
  • “Thieves. In my hall. Splendid.”
  • “Same faces. New plan?”
  • “Didn't I throw you out last time?”
  • “A ladder. How very burglar of you.”
  • “Grease on my stairs. I'll remember that.”
  • “Who turned out the lights? Oh. Me.”
  • “That's coming out of your cut.”
  • “Wheee. I hope it scratches.”
  • “This isn't over. It's never over.”
  • “Same time next week?”

How a heist goes

You plan it. The house breaks it. You carry it out anyway.

  1. The crew's planned route glowing in amber up the dark drive to the manor's porch.

    01 The plan

    Your crew has a 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.
  2. The manor's double front doors swinging open from inside, the drive and the van beyond, a burglar running in.

    02 The break-in

    Fifty-one rooms. One Big Prize.

    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.
  3. A portrait in a gilt frame turning to look straight out, its eyes taking a faint green.

    03 The warning

    The house has other ideas.

    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.
  4. The grand staircase in the Great Hall folding flat into a slide as the crew reaches the top with the piano.

    04 Plan B

    The stairs you picked? They're a slide now.

    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.
  5. The crew carrying the piano out through the manor's porch and down the drive to the van, in the rain.

    05 The carry

    Carry it out. Together.

    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.
  6. The recap screen: the plan drawn on the blueprint in white, the crew's real paths in colour, stamped DELIVERED, with the take and the dents counted.

    06 The replay

    Plan versus reality.

    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

Twelve ways to ruin a perfectly good plan.

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.

  • I

    Warned first

    Every card is telegraphed three seconds early. The lights flicker, the portraits turn, the house clears its throat.

  • II

    Bent, not broken

    A card breaks one part of your plan, never the whole thing. The plan bends. It doesn't vanish.

  • III

    Never twice

    The same card never fires twice in one run.

The crew

Every crew needs a Mastermind. And someone on the heavy end.

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.

  • Mastermind

    Unlocks at Burglar

    Lays the plan and takes the biggest cut, if the plan works. The house goes after the Mastermind first.

  • Lookout

    Unlocks at Nuisance

    Sees the house's warnings early, before anyone else.

  • Fixer

    Unlocks at Pest

    Forces locks fast and jams the house's traps.

  • Hauler

    Open to all

    Grips heavy loot better. Open to everyone, as many as you like.

  • Decoy

    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.

A mover, a striped burglar and one of the house's interns in livery carrying the upright piano out of the manor in the rain.
Playing solo?

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.

Talking without talking

Nothing needs chat.

  • The ping wheel says it for you: Here, Danger, Need hands and Go.
  • The plan stays drawn in the world, a faint line in the dark, so everyone knows where they should be.
  • Handles glow when the Prize needs another pair of hands.
  • Emotes for celebrating. And, more importantly, for blaming.

The take

The Big Prize. And anything that isn't nailed down.

The crew carrying the black upright piano across the Parlour's red carpet, the route glowing on the floor.
Every crew's first job

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.

Opens after 3 Prizes delivered

The fish tank

Worth more, and the house plays one card more against it. Carry it level: tilt it and it spills.

Opens after 8 Prizes delivered

The suit of armour

Carried like a stretcher. It's definitely asleep. Knock it about and it wakes up, thrashing.

Oddities

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.

  • TeapotCommon
  • CandlestickCommon
  • Pocket watchCommon
  • VaseCommon
  • Specimen jarCommon
  • Mantel clockUncommon
  • Music boxUncommon
  • Jewellery boxUncommon
  • BustRare
  • Crystal ballRare
  • Porcelain dollRare
  • Jewelled eggLegendary

Tools of the trade

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

The house keeps a file on you.

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.

Grudge File · No. 0451

Subject: You, and your crew

Rank
Menace
Prizes taken
14 (one dented beyond repair)
Favourite route
Through the Ballroom
Always carries
You
Bails first
Your friend

The house's note“Through the Ballroom again? I remember.”

  1. Stranger

    From day one

    Hauler and Decoy, from your first job

  2. Nuisance

    10 grudge

    The Lookout's badge

  3. Pest

    30 grudge

    The Fixer's badge

  4. Burglar

    60 grudge

    The Mastermind's seat

  5. Menace

    100 grudge

    The house greets you by name, and plays a card more

  6. Public Enemy

    160 grudge

    Your name near the top of the boards

  7. Nemesis

    250 grudge

    Two cards more. The house's undivided attention

The teaser

Your crew has a plan. The house has other ideas.

Filmed in the game itself: real play, recorded and filmed frame by frame in 4K, with an original score.

House rules

How to rob Grudgewick. And live to blame each other.

  1. 01

    Brief

    30 s

    The job, and the Big Prize it's for.

  2. 02

    Plan

    90 s

    Route, roles, target, rally point and tools, on the blueprint in the van.

  3. 03

    Break in

    up to 9 min

    Grab curios, find the Prize, carry it out while the house plays its cards.

  4. 04

    Extract

    The Prize in the van before the house locks down.

  5. 05

    Recap

    30 s

    Plan against reality, the take, the dents. Then run it back.

Grudgewick · Rules of the house

  1. You get ninety seconds to plan. Anything you leave unplanned is fair game.
  2. Watch the lights. Every card is warned three seconds before it fires.
  3. A card breaks one part of the plan, never all of it, and never the same card twice.
  4. The Prize moves at its slowest carrier's pace and tilts toward them. Every bump is a dent, and every dent comes out of the take.
  5. Knocked out cold? Get back up at the rally point.
  6. No weapons. Just slapstick, rugs that slide and a piano you really shouldn't drop.
  7. Get the Prize into the van before the house locks down.
  8. Nothing needs chat. Ping it, emote it, or point at the plan.

Controls

Built for phones first. Every action has a touch button and a gamepad button too.

ActionKeyboardGamepadTouch
Move and lookWASD and mouseLeft and right sticksThumbstick and drag
Grab a handle or a curioEXTap the prompt
Let go of the PrizeEXLet go button
Set your corner downRLBLower button
Drop a curioGBDrop button
Ping wheelQYPing button
Emote wheelTRBEmote button
Your own eyes or over the shoulderVRight stick clickEye button
The Decoy's sceneXLTScene button

Questions

Before you wipe your feet.

When can I play?

Soon. Grudgewick is in its last round of testing before it opens on Roblox. This page will have the link the day it does.

Is it free?

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.

How many players?

One to six. Playing solo? The house lends you two interns, and a duo gets one. They help. Badly.

What can I play it on?

It's built phone-first, and plays on tablets, computers and consoles too. Every control has a touch button and a gamepad button.

Do I need voice chat?

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.

Is it scary?

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.

How long is a run?

Around ten minutes from the brief to the replay. The house locks down nine minutes after you break in.

Grudgewick is waiting

The house is expecting you.

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.

Coming to Roblox Soon