You're a thief who starts where everyone else wants to finish: inside the vault. Grab the cash and escape the entire building — vaulting counters, riding updrafts, dodging lasers and cameras. A physics-based heist platformer across 72 escalating breakouts. Find the clean line, or the fast one.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Stash Grabber is a momentum-driven physics heist-platformer, and the way it feels — how floors behave, how hazards interact, how a clean run comes together — is something we want to tune with players rather than in isolation. We're choosing Early Access because the parts of the game that benefit most from real feedback are exactly the parts we're still shaping: level and hazard design, the difficulty curve, par-times and leaderboard balance, and which new mechanics earn their place.

We have a strong, playable foundation today, and we want the community in the loop as we expand it. Early Access lets us release new levels and mechanics in the open, watch how people actually route through them, and adjust based on what's fun versus what's frustrating. Player feedback won't just polish Stash Grabber — it will help decide which directions we take it.”

Approximately how long will this game be in Early Access?

“We're planning for roughly 9 to 12 months in Early Access, though we'd rather get it right than rush a 1.0. The timeline depends in part on community feedback — if players push us toward deeper systems (for example, a level editor and Steam Workshop), we'd rather extend Early Access and do those properly than cut them to hit a date. We'll keep the store page and our update posts current so expectations always match where development actually is.

How is the full version planned to differ from the Early Access version?

“Our goal is for the 1.0 version to be substantially larger and deeper than today's build, shaped heavily by what the community responds to. Here's what's on our roadmap (plans, not promises — priorities may shift based on feedback):


More levels and acts. We're actively building out additional level sets that introduce new ideas at a steady pace.
New hazards and mechanics. We're adding and testing mechanics such as teleporters, crushers, ice and sticky floors, glass floors, fan/updraft zones, and breakable panels — and we'll keep the ones players find the most fun to play around.
A level editor + Steam Workshop already exists, but we want to see what players make and incorporate good ideas into the game. We want players creating, sharing, and rating their own heists, so community-made content becomes a core part of the game's direction.
New challenge modes and mutators. Additional ways to play built partly around what the community asks for.
Community-driven balancing. Medal times, leaderboards, difficulty and overall game feel tuned using real player data and feedback.
Cosmetics and polish. More customization and a general visual/audio pass as the game matures.

The exact mix will evolve as we learn what resonates — that flexibility is the whole point of developing in Early Access.”

What is the current state of the Early Access version?

“Stash Grabber is a stable, playable game right now, not a tech demo. The core physics heist-platforming loop is in and fun to play: you've got a built set of hand-designed levels, the central movement and grab mechanics, hazards to navigate, and leaderboards with par-times to chase.

Think of the current build as a strong foundation rather than the finished picture. It's very playable today, and it's deliberately set up to expand — more levels, more mechanics, more modes, and community-created content are all things we'll be layering in during Early Access. We'll update this section regularly so it always reflects what you can actually play at any given time.

(Update this paragraph every few weeks/months as content lands so it stays accurate — Steam expects the "current state" to track real progress.)”

Will the game be priced differently during and after Early Access?

“We plan to raise the price modestly at or near the 1.0 release, as the amount of content and the number of mechanics, modes, and community tools grow over the course of Early Access. Buying during Early Access will be the lower-priced way to get the game, and early supporters keep everything that's added on the way to 1.0 at no extra cost. Our aim is for early players to feel their support was well rewarded.”

How are you planning on involving the Community in your development process?

“The community is central to how Stash Grabber gets built, not an afterthought. Concretely:


Steam Community Hub & Discussions for feedback, suggestions, and feature requests — and a place where we'll post regularly and reply.
Public roadmap and update posts so you can see what we're working on and weigh in before things are finalized.
Community-driven balancing, using leaderboard and par-time data plus direct feedback to tune difficulty and feel.
Player voting and input on which new mechanics, hazards, and modes we prioritize next.
A planned level editor and Steam Workshop, so the community can create and share content that genuinely shapes the game's direction.


If you tell us a hazard feels unfair, a level drags, or a par-time is off, that's exactly the kind of input we're launching in Early Access to get.”
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About This Game

You're in the vault. Now get out.

The hard part of any heist isn't breaking in — it's breaking out with the cash. You start where every other thief wants to end up: inside the vault, loot in reach. Grab the stash — sometimes more than one — and fight your way back out through the entire building. Every bank is a puzzle box, and your body is the only tool you need to crack it open from the inside.

A heist is just physics with attitude
Run, jump, crouch, slide, and charge up throws to send the loot exactly where it needs to go. There are no weapons and no gadgets — just momentum, timing, and the perfect line. Master the moves and the fastest way out is yours to find.

72 escapes, 8 escalating jobs
From your first quiet getaway to a final tower bristling with every hazard in the game, each level introduces one new idea, then dares you to combine it with everything you've already learned. Fundamentals give way to verticality, hazards, security, heavy loot, and finally jobs that throw all of it at you at once.

Clean out the vault
Some jobs hand you a single bag. Others scatter multiple stashes across the floor — grab every last one before you make your exit.

Climb, float, and fly
Bounce pads, wall-jumps, wind tunnels, and moving platforms turn every escape route into a vertical playground.

Survive the security suite
Sweeping lasers, panning cameras, alarm meters, killswitches, pressure plates, and snap-shut gates stand between you and freedom. Read the room, time your run, and don't trip the alarm on your way out.

Heavy is a whole different job
Some stashes are too heavy to throw — haul them, drop them on pressure plates, and outrun the gates before they slam shut.

Find your line
A clean critical path gets first-timers out alive. A faster, riskier line underneath it rewards the players who want to chase the perfect getaway.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core x86-64 @ 2.4 GHz (i3-class)
    • Memory: 4 GB RAM
    • Graphics: D3D12-capable, 2 GB VRAM (GTX 1050 / RX 560 / UHD 630)
    • DirectX: Version 12
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core @ 3.0 GHz (i5 / Ryzen 5)
    • Memory: 8 GB RAM
    • Graphics: Dedicated 4 GB VRAM (GTX 1660 / RTX 2060 / RX 580)
    • DirectX: Version 12
    • Storage: 2 GB available space
    Minimum:
    • OS: 64-bit, ~2020+ (Ubuntu 20.04 / SteamOS 3)
    • Processor: Dual-core x86-64 @ 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0, 2 GB VRAM, current driver (Mesa ≥ 20.3 / NVIDIA proprietary)
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3+
    • Processor: Quad-core @ 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Vulkan 1.2, dedicated 4 GB VRAM
    • Storage: 2 GB available space
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