What it does
Every robbery is a set of stages you place in the world: hacks, drills, keypads, cameras, power boxes, registers, safes, hostages, armed guards, laser grids and the way out. Stages depend on each other as a graph rather than a fixed order, so cutting the cameras or killing the power can both open the same door, and a crew can split up. Design a shop once and stamp it on twenty of them, then nudge the ones whose interior does not match. A robbery can also anchor to prop or vehicle models instead of fixed spots, which is how one ATM design covers every cash machine in the map.
What you get
In-game builder — place every stage in a free camera, nothing to configure by hand
Stage requirements form a graph, so robberies can branch, split and offer alternatives
Twelve built-in minigames, plus bridges to ox_lib, ps-ui, memorygame and howdy
Stamp one design onto many locations, with per-site overrides and per-stage nudging
Model anchoring: point a design at the ATM or Stockade models and it finds them all itself
Armed guards who can stay passive until the alarm goes, laser grids and failure penalties
Payouts follow whoever did the stage — cash, items or both, mixed however you like
Door lock support for ox_doorlock, qb-doorlock, nui_doorlock and jd_doorlock
Live ops: watch runs as they happen, force one to end, blacklist a player, kill switch
Import and export any robbery as JSON, so configs can be shared between servers
Seven presets included — store, ATM, Fleeca, jewellery, Paleto, Pacific and bank truck
Try it in your browser
The real builder, running on sample data. Open the Fleeca, look at how its stages unlock, and install a preset. Nothing to install and nothing to break.
Runs in this page on sample data.
A look inside
Latest updates
Before you install
- This is a beta. The builder, the runtime and all seven presets are complete, but the preset coordinates are a starting grid rather than surveyed positions — walk each site and use Move origin to line it up.
- It does not ship levelling or its own logging on purpose. Server events fire on every run start, stage completion and run end so you can build those the way your server wants them.
