The Break-In cover
The Break-In screenshot
Genre: Simulator, Indie

The Break-In

Update 2 - Patch 1 - Physics strikes again

This patch contains some fixes for potential physics issues introduced in content update 2. These were caused by some physics optimisations I made to boost performance in VR. Do let me know if you notice any other physics weirdness, as there may be more unexpected consequences. If you're experiencing crashes or blackscreens in this update, post a log in the discord server.


  • Fixed mis-spawning dresser in mansion entrance hall
  • Fixed bookshelf in mansion just spaffing books everywhere
  • Fixed lighting bug in mansion roof entry points
  • Made mansion basement stairs longer so you don’t have to crouch to enter
  • Fixed lighting and mesh combining issues in mall level
  • Fixed left hand occasionally causing jitter when climbing
  • Made items much less likely to drop from your hands to reduce risk of held items disappearing when moving them around quickly
  • Fixed lobby glitching when joining a lobby which has equipped a secret getaway vehicle which you do not own
  • Fixed mansion level hidden room being inaccessible in nonVR by making it climbable

Mansion Map - Content Update 2

A new update has been released! Here’s an overview of what was added. There will be another update coming very soon with Christmas content, so stay tuned!

Mansion Level
A brand new level which can spawn rarely from Dave and his mates. Break in to this huge private mansion, and steal everything from treasure chests to priceless artworks. Lots of new stealables have been added, as well as new entry ways!

Tutorial Level
Need to sharpen your burglary skills? Head over to the abandoned house level for a tutorial. It can be found under its own intel team in the intel menu.

VR Grabbing improvements
Grabbing has been made more precise in VR, and a laser guide will now appear when you’re trying to grab stuff so you can see what you’re grabbing. Object highlighting now appears in Quest as well as PCVR. These changes should make the toolbelt much easier to use!

VR Climbing Axes Upgrade
Climbing axes have also had a revamp to make them much less finicky. They will now stay stuck in the wall until you press the trigger button to release them.

New Mission Difficulty System
The old 3-factor system has been replaced with a simpler star based system. A 5 star level will be difficult, but give much greater goal rewards and be more likely to spawn top-tier loot. Cameras will now also take the difficulty rating into account.

Fixes and Minor Changes

  • Made occupied toolbelt slot icon pop ups more sensitive for easier seated play
  • Fixed detaching things in non VR in multiplayer sometimes causing your player model to fling across the map and break stuff
  • Fixed some casino door locks being inaccessible in nonVR
  • Reduced getaway driver cut for secret getaways

Update 1 Patch 5 - Floating away no more

A couple of fairly major fixes along with some smaller things. I have started work on the next content update, which should come around Christmas time


  • Added new room varieties to container ship and house maps
  • Added option to disable joystick turning for players who have stick drift
  • Fixed keys and keycards being immovable in multiplayer
  • Fixed table spawn glitch in bungalow
  • Fixed floating upwards or downwards when climbing if your in-game height was set too high or low

Update 1 Patch 4 - VR Hands Behaving Badly

I have made some improvements to VR hand stability, fixing a number of bugs which caused them to freeze in place, go slow suddenly, or cause the player to teleport upward when climbing. This patch also rebalances the getaway and intel cuts in multiplayer, because previously singleplayer was way more lucrative due to not having to split 4 ways.

Have an annoying bug which still isn't fixed? Let me know in the comments. I will start working on new content again soon, to get a content update out for Christmas.


  • Fixed bug when grabbing and object with both hands at the same time and releasing one hand, which caused the released hand to become frozen in place and not able to grab or move
  • Simplified hand collision detection to fix another potential heavy hands bug
  • Fixed climbing bug where pulling yourself into the ceiling caused your body to float upwards and teleport you on top of the roof when you let go
  • Fixed saturation bug in player hair colour which caused hair to get stuck black/grey/white
  • Reduced getaway driver and intel team cuts slightly when in multiplayer, scaling with number of players
  • Made multiplayer item syncing more efficient
  • Fixed bug which caused keycards to spawn on the floor by keycard scanners in multiplayer
  • Made retina scanners less likely to spawn on mall
  • Added save backup system as a failsafe in case of file corruption. The last 200 save files are now kept in the saves folder (hit F6) and have their amount of money in the filename (the files are very small)
  • Fixed up some gear item icons
  • Made climbing axes give 2 per slot
  • Fixed bug where mission would be unselectable after entering and leaving multiplayer
  • Fixed bug where AI would get stuck standing in place due to being unable to turn the lights off

Update 1 Patch 3 - Summary Bug Execution

A few major fixes in this patch with the toolbelt slots, head wearables, and save files. There is a save file corruption bug which I still haven't found the cause of, but I have added an extra layer of protection which should stop saves getting wiped, or at least reduce the likelihood. In the next patch I'll add versioning to the saves, so you can go back an load an old save if your current one gets corrupted.

Apologies to everyone who has had data wiped due to this. Let me know if you experience this again after this patch, and attach logs if possible (Press F6 in game to open the logs folder)


  • Switched to GLES rendering for Quest to potentially reduce crashes
  • Fixed barcode scanner caused a lag spike whenever used on Quest
  • Made save system more robust to failure, potential fix for save data reset bug
  • Fixed hand skin not matching VR body skin sometimes
  • Fixed VR IK body not loading correctly on startup when enabled
  • Fixed not being able to grab stuff after returning to singleplayer from multiplayer on Quest
  • Fixed toolbelt slots being out of place when in multiplayer VR
  • Fixed PCVR object highlighting not appearing after returning to singleplayer from multiplayer
  • Fixed nonVR players grabbing removed head wearables from other players
  • Added separate volume slider for character movement effects (footsteps, jump) and reduced default volume
  • Fixed being able to bag residents
  • Fixed missing keycard or retina scanners on some mechanic’s level doors
  • Fixed being able to use lockpicks on keycard and retina scanner
  • Fixed options menu element overlap on in-mission menu

Update 1 Patch 2 - Physics hates me

Some longstanding ladder glitches have now been fixed so they should feel easier to climb in VR. I have also made some changes to the VR toolbelt to try and make the slots more spaced out and easier to grab and see.


  • Made gear spawn further forward in RV so it’s easier to get to
  • Fixed being able to fly on ladders by climbing and grabbing the underside of a rung
  • Adjusted toolbelt shape to give more distance between slots in VR, and make slots protrude further so they’re easier to see
  • Added footstep and jump sounds to VR player controller
  • Fixed breakables disappearing when broken
  • Fixed broken container doors being backwards
  • Fixed being able to drown people in container ship to stop them from ever calling the police
  • Fixed bug with missions resetting when leaving a lobby
  • Casino collision fixes
  • Fixed being able to fly on ladders by grabbing with both hands and releasing one
  • Fixed hands going into weird state where they would grab things at the wrong point
  • Fixed lagging hands

Burglar Tim Plushies Now Available!

Whenever you play the Break-In, a pair of eyes peers back at you from under a balaclava on your taskbar. Those eyes belong to Tim, the legendary burglar who is often seen falling out of buildings clutching a bundle of laptops.



Well now you can have Tim's concerned face side-eyeing you from your desk at all times! Due to popular demand, I have worked with Makeship to design a limited run plushie based on Tim. He sports his famous balaclava, and comes with a detachable mini swag bag in hand.



If you'd like to have your own burglar Tim plush, head to the makeship page now to order one. The campaign is live for 3 weeks, and if we get enough orders during that time the plushies will get made and sent out. (If we don't hit the target, you'll be refunded in full automatically.)

Update 1, Patch 1 - Bugfixes begin again

Fixes to the main issues people are having with the new update. See something annoying that's not fixed yet? Let me know in the comments


  • Possible fix for partially invisible objects
  • Reenabled grab highlighting for PCVR
  • Fixed glitch where grabbing and releasing hands allowed them to phase through walls, doors, and windows
  • Added separate footsteps volume slider
  • Boosted max volumes
  • Fixed ship door handles not being properly grabbable
  • Fixed being able to walk through grabbed shipping containers
  • Fixed fog / view distance settings not saving
  • Fixed non VR under the floor glitch when returning to lobby

Boats 'n' Clothes update

The first content update for the Break-In will be going live on 25th September! I’m aiming to release the Quest app lab version on the same day, if it is approved in time. I will also be running a special dev stream this Saturday where viewers can request new cosmetic items, so check the discord events tab for updates.

Update Changes
The main overhauls are the mission selection system, which will require you to upgrade your intel team before being able to play harder levels, and the cosmetics system, which is revamped to feature male and female characters, and additional items for you to spend your (in-game) earnings on. These changes should help with the progression of the game.

Other additions include the new container ship level, which features over 20 randomised cargo containers to steal from, as well as engine rooms and stealable ship parts. New gear items like the attachable wheels, price scanner, and lockpick have also been added, along with new getaways like the flatbed truck, and more secret getaways.

The door locking system has also been overhauled, with a keyhole now appearing on locked doors which must be opened with the correct kind of key. Keycard readers are now properly implemented and can appear on any door, depending on the level and its access rating. Retina scanners have also been added, which require an eye-scan from a resident or guard.

Additionally, the “steal item” mission goal has been split into two possible goals, one targeting small items and one targeting large items. This will give players who go for large items a bigger reward.

On top of this, there are a number of performance improvements which have been made to support the Quest port. These should increase PC performance substantially as well. I’m also aiming to add more sounds and potentially lobby music in time for the update.

5th August Patch - tormented by lampshades

There have been a shocking number of bugs regarding lampshades, this patch should fix the most notable one. I have a couple reports of people unable to take them off in VR still, despite being able to grab them. I haven't managed to recreate this for myself yet, so if you have seen this bug let me know any more details you can think of.

Most of the important issues remaining will require larger patches, which I'll be working on alongside new content over the coming weeks. This includes issues with AI pathfinding and detection, physics bugs, and climbing bugs. Let me know if there are any other big things that you think need fixing.


  • Made VR toolbelt icons appear sooner when looking down so it’s easier to see them
  • Fixed broken state when climbing in nonVR causing players to be stuck in climb mode
  • Fixed head wearables getting grabbed / put into the inventory of all nonVR players when removed by one player
  • Split getaway danger fee into two stages, so you are charged a smaller fee if the police have been called but have not arrived yet
  • Added offset option to VR toolbelt to move it forwards
  • Fixed occlusion in mechanic’s level causing shop to appear empty from outside
  • Map collision fixes in casino