GAMES · MAIN PROJECT

Guild of Bad Alibis — 2–4 Player Fantasy Comedy Heist Game

A first-person fantasy comedy heist game where a chaotic RPG-style crew robs modern locations through stealth, brute force, magic and mechanical sabotage.

Current prototype: 2-player Goblin + Ork foundation. Full vision: 4-player co-op crew with Goblin, Ork, Mage and Dwarf.

GAMEMAIN PROJECTWORK IN PROGRESS2–4 PLAYER CO-OPUNITY
Guild of Bad Alibis hero visual
UNITY · CO-OP PROTOTYPE

PITCH

Elevator Pitch

Guild of Bad Alibis is a first-person fantasy comedy heist game where a completely unqualified RPG party tries to pull off modern robberies.

The plan is always perfect. The crew is not.

A tiny Goblin crawls through vents and steals everything that is not nailed down. An Ork kicks doors open, carries heavy loot and makes every problem louder. A Mage pulls objects through the room with telekinesis and accidentally creates chaos. A Dwarf cracks vaults, sabotages machines and blows up things that probably did not need to explode.

The result is not a clean heist. It is a co-op slapstick disaster with loot, alarms, panic and an escape van.

CORE FANTASY

Core Fantasy

You are part of a fantasy RPG crew in a modern heist world.

You break into banks, offices, mansions and magical security facilities. Every character can do things the others cannot. The fun comes from players needing each other while constantly making the situation worse.

HIGHLIGHT

Fantasy Crew

A classic RPG-style party thrown into modern heist missions.

HIGHLIGHT

Modern Heists

Banks, offices, security systems, vaults and escape vans.

HIGHLIGHT

Co-op Chaos

Players solve problems together, but every solution can create a new disaster.

OVERVIEW

Overview

Guild of Bad Alibis is a first-person fantasy comedy heist game built in Unity. A chaotic RPG-style crew works together to rob modern locations through stealth, brute force, magic and mechanical sabotage.

The current playable prototype focuses on the 2-player Goblin + Ork foundation. The full design is built around a 4-character co-op crew: Goblin, Ork, Mage and Dwarf, each bringing a different way to solve problems inside chaotic heist missions.

PROJECT TYPE

Game in Active Prototype

ENGINE

Unity

PLAYERS

2–4 Players · Co-op

STATUS

Active Development

MY ROLE

My Role

GAME DESIGNSYSTEMS DESIGNCO-OP DESIGNUNITY DEVELOPMENTMULTIPLAYER PROTOTYPINGCHARACTER ROLE DESIGNPHYSICS GAMEPLAYMISSION DESIGN

I am building Guild of Bad Alibis as a gameplay-driven co-op project focused on character roles, multiplayer systems, physical interaction and short replayable heists.

DESIGN PILLARS

Design Pillars

PILLAR

Asymmetric Co-op

Every character has clear strengths, weaknesses and unique ways to solve problems.

PILLAR

Fantasy RPG Party Meets Heist

Goblin, Ork, Mage and Dwarf replace the classic clean criminal crew with chaotic fantasy logic.

PILLAR

Chaos Over Perfection

Failure should not immediately punish players. When the plan goes wrong, the game becomes funnier.

PILLAR

Physical Slapstick

Doors, safes, loot, guards, furniture and players should feel physical, readable and funny.

PILLAR

Short Replayable Heists

Runs should start quickly, escalate fast and feel different every time.

PILLAR

First-Person Comedy

Size differences, panic and physical interaction feel stronger when seen directly through the character's eyes.

THE CREW

The Crew

A chaotic fantasy RPG party built for modern heists.

CHARACTER

Goblin

INFILTRATION · VENTS · SMALL LOOT · STEALTH

Small, fast and hard to catch. The Goblin crawls through vents, steals small valuables, hides in tight spaces and reaches areas the rest of the crew cannot.

STRENGTHS

  • vents and small routes
  • quick stealing
  • stealth and hiding
  • small loot
  • can be thrown by the Ork

WEAKNESSES

  • cannot carry heavy objects
  • weak against guards
  • needs help with heavy objectives

SIGNATURE MOMENT

The Ork throws the Goblin through a window into the security room. The Goblin lands in a trash bin, steals the keycard and screams for help.

CHARACTER

Ork

STRENGTH · HEAVY LOOT · BREAKING PATHS · RESCUE

Large, loud and unstoppable. The Ork carries heavy loot, breaks open paths, throws objects and rescues teammates when the plan collapses.

STRENGTHS

  • heavy objects
  • breaking doors and paths
  • throwing objects or teammates
  • physical chaos
  • rescuing caught players

WEAKNESSES

  • loud
  • cannot use vents
  • bad at stealth
  • difficult to hide

SIGNATURE MOMENT

The Ork carries the safe to the van, gets stuck in a revolving door and insists it was part of the plan.

CHARACTER

Mage

TELEKINESIS · REMOTE INTERACTION · UTILITY · CAMERA DISRUPTION

The Mage does not touch things directly. The staff does the work. He uses telekinesis to pull objects, trigger mechanisms, disturb guards and create chaotic opportunities from a distance.

STRENGTHS

  • object manipulation
  • remote switches
  • camera disruption
  • holding mechanisms
  • team utility

WEAKNESSES

  • weak in close range
  • needs line of sight
  • concentration can break
  • magic can create noise or attention

SIGNATURE MOMENT

The Mage tries to pull a keycard through the room, accidentally grabs a coffee cup and triggers the alarm by hitting a guard.

CHARACTER

Dwarf

VAULTBREAKING · MACHINES · EXPLOSIVES · SECURITY SABOTAGE

The Dwarf is the crew's vaultbreaker. He cracks safes, sabotages machines, manipulates security panels and uses explosives when patience runs out.

STRENGTHS

  • vaults and safes
  • machines and panels
  • explosives
  • technical sabotage
  • preparing heavy loot

WEAKNESSES

  • slower movement
  • no vents
  • needs time to work
  • explosions create risk

SIGNATURE MOMENT

The Dwarf places a precise charge. It opens the vault perfectly — and throws the Ork across the room.

CORE SYSTEMS

Core Systems

SYSTEM

Asymmetric Fantasy Crew

Each character solves heist problems differently. The Goblin sneaks, the Ork breaks, the Mage manipulates and the Dwarf cracks machines and vaults.

SYSTEM

Character-Based Routes

Missions contain routes and obstacles that only certain characters can handle, such as vents, breach points, remote switches and vault mechanisms.

SYSTEM

Physical Co-op Chaos

Loot, doors, objects, guards and players react physically, creating slapstick moments where teamwork and mistakes both become part of the fun.

SYSTEM

Heist Objectives

Missions revolve around clear co-op goals: infiltrate, find access, steal valuable loot, manage security and escape before everything falls apart.

SYSTEM

Loot Pressure

Loot affects movement, risk and team decisions. Small loot favors the Goblin, heavy loot favors the Ork and special loot can require Mage or Dwarf support.

SYSTEM

Security Escalation

Cameras, guards, noise and destruction push the mission from suspicion into alarm and lockdown, forcing players to improvise.

SYSTEM

Fail-Forward Rescue

Getting caught should not instantly end the run. Players can rescue each other, recover lost loot and turn failure into comedy.

SYSTEM

Short Replayable Runs

Heists are designed to start quickly, escalate fast and feel different every time through routes, character choices and unexpected outcomes.

PROTOTYPE SYSTEMS

Prototype Systems Built

Current gameplay foundation and technical systems already tested. These support the core co-op experience rather than defining it.

2-player co-op foundationsynchronized first-person movementGoblin and Ork character differencescharacter-based size, speed and strengthcarry and throw systemheavy object rulesphysical door interactiondestructible pathsphysical keycard / reader prototypeobject outlinesinteraction promptsanimated treasure chest test4-player spawnpoints prepared

MVP MISSION

MVP Mission

FIRST PLAYABLE MISSION

Small Bank Job

The first playable mission focuses on a small city bank. The goal is to steal a magical gold bar and escape with it before security fully collapses.

  1. STEP 1

    Entry

    Players choose how to enter: main door chaos, back entrance or Goblin-only vent route.

  2. STEP 2

    Security Room

    The Goblin can infiltrate through vents while the Ork distracts or clears problems outside.

  3. STEP 3

    Vault Access

    Players find a code, keycard or alternate route toward the vault.

  4. STEP 4

    Loot

    The Goblin handles access while the Ork carries the heavy objective.

  5. STEP 5

    Escape

    The alarm escalates and both players must reach the escape van.

FUTURE VERSIONS EXPAND THE MISSION FOR MAGE AND DWARF INTERACTIONS.

GAMEPLAY & MEDIA

Gameplay & Media

Gameplay clips, prototype tests and system videos will be added here as development progresses.

VIDEO PLACEHOLDER

MEDIA COMING SOON

Co-op Movement Test

VIDEO PLACEHOLDER

MEDIA COMING SOON

Goblin & Ork Roles

VIDEO PLACEHOLDER

MEDIA COMING SOON

Carry & Throw System

VIDEO PLACEHOLDER

MEDIA COMING SOON

Physical Interaction Test

VIDEO PLACEHOLDER

MEDIA COMING SOON

Destructible Path Test

VIDEO PLACEHOLDER

MEDIA COMING SOON

Animated Chest Test

SCREENS

Screens & Visuals

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Goblin Character

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Ork Character

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Mage Character

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Dwarf Character

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Bank Mission Blockout

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Treasure Chest Animation

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Loot Objects

GUILD OF BAD ALIBIS

IMAGE PLACEHOLDER

SCREENSHOT COMING SOON

Prototype Scene

GUILD OF BAD ALIBIS

CURRENT DEVELOPMENT STATUS

Current Development Status

Guild of Bad Alibis is currently in active prototype development. The playable foundation focuses on the 2-player Goblin + Ork experience, while the full design is built for a 4-character co-op crew.

NEXT STEPS

  • clean loot system
  • MissionManager
  • objective system
  • playable Small Bank Job mission
  • result screen
  • Mage and Dwarf systems prepared

CURRENT PROGRESS

  • Unity 6 URP project
  • Netcode for GameObjects foundation
  • Unity Transport
  • local host/client testing
  • 2 players spawning and syncing
  • owner-only first-person camera
  • Goblin and Ork CharacterDefinitions
  • character-based camera height, collider size and speed
  • Goblin vent access
  • Ork heavy object interaction
  • carry and throw mechanics
  • physical door prototype
  • destructible wall prototype
  • physical keycard / reader prototype
  • interaction prompt
  • outline system
  • early mission planning
  • 4-player crew design prepared

DEVLOG

Devlog

Follow written development updates, milestone notes and system progress for Guild of Bad Alibis.

DEVLOG ENTRY

First Co-op Systems Working

DEVLOG ENTRY

Goblin & Ork Prototype

DEVLOG ENTRY

Physical Interaction Tests

DEVLOG ENTRY

Mission System Planning

VIEW DEVLOG

COLLABORATE

Interested in the project?

I am open to collaborations, playtests and creative opportunities around Guild of Bad Alibis and co-op game development.