Foolproof Heist
A downloadable game
Unauthorized asset acquisition for today’s fast-paced economy.
Foolproof Heist is a small, cheeky strategy game about planning (and improvising) corporate heists with a team of barely-qualified specialists.
This project is being developed solo as a learning experience in Unity and C#. It’s my first game, and I’m using it as a sandbox for building mechanics, testing ideas, and seeing how far I can take a tactics game with a sense of humor.
Development Notes
This page is a work-in-progress devlog hub. I’ll be using it to:
- Share occasional or milestone-based progress updates
- Post videos, GIFs, and screenshots
- Reflect on what I’m learning (and occasionally breaking)
There’s no playable build yet, but it’s coming later once I have a proper slice of gameplay!
Current Status
Prototype in development.
Most recently I've completed:
- basic enemy line of sight system to enable foundational stealth mechanics
- refined models for player pawns
- various UI and indicator systems for improved readability
Right now I’m working on:
- action queue for multiple action orders for Pawns
- multi-Pawn selection to enable more than one Pawn to be active at a time
Feedback, ideas, or just saying hi are appreciated!
While developing the game, I've used AI to proofread code, help me with C# syntax, and aid in troubleshooting problems, because programming is not my strong suit. No assets, art or design elements have been produced by AI.
| Status | Prototype |
| Author | IglooSquid |
| Genre | Strategy |
| Tags | Experimental, Indie, Singleplayer, Stealth, Tactical |
Development log
- Devlog #6: Character models, stealth logic refinement & indicatorsApr 20, 2025
- Devlog #5: Enemy detection, LOD swapping, obstruction fade-out (0.6.0)Apr 14, 2025
- Devlog #4: Version 0.5.0Apr 06, 2025
- Devlog #3: Catastrophic iCloud interference & core loop implementedMar 30, 2025
- Devlog #2: Polishing core systems & building foundationsMar 23, 2025
- Devlog #1: A foolproof beginningMar 21, 2025




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