
Game intel
Crime Simulator
You’re out of jail, but the debt isn’t gone. Sneak, steal, and break into houses solo or in 4-player co-op. Use lockpicks, sleeping gas, and brute force to com…
Crime Simulator arrives on Xbox Series X|S on December 1, and the headline is great for anyone who likes sneaky, replayable heists: up to four players can team up online, the game already sold more than 310,000 copies on PC, and CookieDev – a one-person Polish studio behind Thief Simulator 2 – is promising ongoing free content. This caught my attention because solo developers rarely convert a niche stealth idea into a cross-platform hit that actually sustains momentum. But “co-op stealth roguelite” sounds like both a killer combo and a potential design headache.
CookieDev’s Crime Simulator blends first-person stealth with roguelite progression: think heist runs where you plan, sneak, steal, and sometimes improvise when things go sideways. The PC launch in June 2025 generated strong visibility on Twitch and TikTok (tens of millions of views on clips) and even got playtime from big-name streamers like Markiplier — exposure that clearly helped it breach the 310,000 sales mark and sit at an 81% positive Steam score from roughly 2,400 users.
The console rollout is staggered: Xbox Series X|S on December 1 (6 GB install size), PlayStation 5 in Q1 2026, and a Switch 2 edition penciled in for 2026/2027. Publisher Ultimate Games S.A. handles the ports. The Xbox build arrives with the latest patch (version 1.2) which adds a Rural Arizona map, motion sensors, and drivable cars. The next free update, 1.3 “Jewels,” will add jewel-theft mechanics and modes like Thief Competition and Impostor Mode.

We’re in an era where roguelite loops and social play can amplify longevity — but only if the core loop is tight. Crime Simulator’s sales are notable because a solo studio converted virality into revenue without a massive marketing push. It also taps into a trend: players increasingly want bite-sized, repeatable sessions with progression that still feels meaningful. The added co-op is the big variable: it can elevate tension and emergent moments, or it can make stealth sloppy if level design and netcode aren’t up to snuff.
Four-player online stealth heists sound like a recipe for unforgettable moments — imagine a coordinated burglary where one player jams cameras, another drones a path, someone else sneaks the loot, and the fourth creates a diversion. That’s exactly the kind of tabletop-like emergent gameplay smaller studios can pull off well.

But the flip side: stealth thrives on precision. Co-op can break tension if enemy AI, detection systems, or network latency aren’t solid. I want to see how CookieDev balances perma-death roguelite stakes with cooperative safety nets and matchmaking. Also, the roadmap is promising — free maps and modes are a win — but I’ll be watching for any monetization beyond the base price (the announcement stays silent on microtransactions, which is a good start).
If you’re on Xbox and into sneaky co-op experiments, December 1 is worth a calendar note, especially with the launch discounts. PlayStation players get a Q1 2026 window and Switch 2 owners will have to wait longer — which is reasonable given the hardware differences. Ultimately, Crime Simulator’s success on consoles will depend on whether the social stealth actually feels intentional and whether CookieDev can keep shipping meaningful free updates without diluting the core loop.

Crime Simulator’s Xbox debut brings a polished, viral PC rogue‑stealth game to console with four-player online co-op, solid post-launch support promised, and a wallet-friendly price. It’s a compelling pick for fans of heist games — as long as the co-op keeps the tension alive instead of turning stealth into chaos.
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