In Monaco: What’s Yours Is Mine, you and up to three friends plan a way through a guarded building, take its valuables, and get everyone to the exit. The top-down heist game supports up to four people in online co-op or on one shared screen, and its eight thieves bring different ways to read and cross each level. A quiet break-in can turn into a sprint through alarms and patrols; the loot is only yours once the whole crew has made it out.
A blueprint that comes into focus
Each job unfolds across rooms and corridors seen from above. You can make out the building’s overall layout, but most of it starts in shadow. A thief sees only the nearby space within their line of sight, so an unexplored room is a floor plan with unanswered questions: a locked door may lead toward the target, a corridor may hold a guard, and a camera may cover the obvious route. As the crew moves, more of the map becomes visible. When you leave an area, it fades back into its simplified blueprint.
That limited view gives the game its distinctive rhythm. Footprints can reveal where people have walked, while guards’ vision, sound, and alert symbols give you clues about what they have noticed. Civilians can see thieves and summon help; dogs can pick up a trail; guards and cameras can set off an alarm. You may be threading through a room one moment, then watching patrols converge on a noise the next. There is no first-person aiming to manage: movement and interaction are direct, but reading the information on the map takes a little time to learn.
The floors connect through doors, stairs, ladders, vents, and other openings. You interact with objects by moving to them, whether that means opening a lock, using a computer, picking up a tool, or climbing to another level. Some routes pass through walls that can be broken open; others lead across well-lit areas watched by guards. A room’s outline can show you where valuables or security devices are, while the darkened parts leave the exact situation unclear until someone approaches. The building is legible enough to plan a route, but not enough to guarantee that route stays quiet.
Eight thieves, eight useful angles
You choose a thief before a level, and that character’s specialty changes which obstacles are easiest to deal with. The Locksmith opens doors and safes quickly. The Lookout can spot guards and useful details beyond the usual field of view. The Pickpocket brings a monkey that gathers nearby coins. The Cleaner can quietly knock out an unaware guard. Four more characters join as you progress: the Mole can smash through walls and other barriers, the Gentleman can disguise himself, the Hacker can disable security systems through computers and electronics, and the Redhead can charm people who might otherwise raise the alarm.
These abilities are simple to understand, but they change a route in practical ways. A safe that takes time with one thief can open quickly for the Locksmith; the Mole can create a shortcut through a wall; the Hacker can disable cameras or alarms from a computer. The Lookout may reveal a guard who would otherwise be hidden in the fog. The Cleaner can remove an unaware threat from a narrow passage, while the Gentleman’s disguise can help him move among suspicious eyes. The Redhead’s charm can turn an encounter into a less dangerous one. The levels remain playable with different characters, but the right specialist can make a complicated floor feel more manageable.
Each thief can also carry one tool, such as a smoke bomb, a shotgun, or another limited-use item. Collecting coins replenishes tool uses, so pickups have a small resource-management consequence inside the larger job. The Pickpocket’s monkey can help gather coins, but a player still has to decide whether a detour for more gold is worth crossing another guarded room. Some levels place coins in safes or behind security, which means chasing a perfect haul can create more risk than simply taking the objective and leaving.
The crew has to deal with the consequences of a mistake together. If someone is caught, their friends can revive them where they fell. The downed thief is not simply erased from the level, but reaching them may mean passing through the same guards or alarms that caused the trouble. Every player must reach the getaway for the team to finish the floor, so one person’s escape route can become everyone’s last obstacle. Revives and shared exits make the crew feel connected to the same unfolding job, even when the players have split up to explore different rooms.
The score is optional until it isn’t
A typical mission has a clear main objective: steal a marked item, rescue someone, or reach a getaway after completing the job. Gold coins and extra valuables are scattered across the map, and you can often leave without collecting all of them. But coins affect your completion time and replenish tools, while fully clearing a level can unlock later bonus story missions. That makes every floor pull in two directions: secure the objective and exit, or keep exploring for a cleaner score and more supplies.
The two main story campaigns follow the thieves through linked jobs and reveal more of their stories as you go. New characters become available as the story progresses, and additional character-focused missions add more context to the crew. In later levels, the target may be behind more layers of locks, cameras, guards, and alarms, so the value of a specialist or a well-chosen tool becomes easier to see. The missions have a consistent basic shape, but their objectives, floor plans, and obstacles change the problem from one heist to the next.
The game offers both Classic and Enhanced campaign presentations. Enhanced uses revised, shorter versions of many levels, while Classic preserves the earlier layouts. That choice matters if you return to a campaign: it lets you play through the reworked route or revisit the original arrangement. An additional zombie mode replaces guards with undead threats, while the Epilogue adds further missions. The included editor and Steam Workshop support also give you community-created levels to try, so the campaign is not the only source of maps.
There is also a small competitive detour in the Epilogue, with three player-versus-player maps. They turn the same stealth spaces into a contest between thieves instead of a shared escape. That is a different mood from the main attraction: most of Monaco is built around co-op jobs, while the competitive maps are a brief extra mode. You can also take PvP online or play it on a shared screen, so the main choice is whether your group wants to work together on the campaign or compete on those separate stages.
When the plan falls apart
Monaco has a playful crime-film style, with small blocky thieves, rooms that emerge from darkness, and a score that can shift from gentle piano to a brisker pulse as the job grows tense. The cast’s short exchanges and the guards’ muffled shouts add a comic edge to a setting full of alarms, patrols, and narrow escapes. It is a heist caper rather than a grim crime story, but its stealth systems still make a spotted thief vulnerable and can send a whole floor into a hectic chase.
The tone comes from the contrast between the crew’s simple shapes and the complicated buildings they cross. A casino can be full of bright lights and watchful people; a prison or guarded office can become a maze of locked routes and blind corners. Because each player sees only a limited area, the map can feel like a changing puzzle instead of a full-screen overview. The soundtrack and subdued palette leave room for small details, such as a patrol changing direction or an alarm cutting through the music, to carry the tension.
That same design has edges. Early symbols and room layouts can take a few levels to read, and later missions can become demanding when guards, cameras, and hidden routes overlap. Co-op can be wonderfully chaotic, but optional coin detours compete with the need to regroup; a crew can also get scattered across the map or have to return for someone who is down. The game supports quick improvisation, though a noisy mistake may turn a careful break-in into a scramble. If your group mainly wants a relaxed game with no learning curve or consequences for wandering off, its missions may feel rougher than the colorful presentation suggests.
Getting your group in
The co-op campaign supports up to four players online and up to four players on one shared screen. Online play uses Steamworks, and cross-platform multiplayer is supported, though the exact operating-system pairings are not specified. The game is available on Windows, macOS, and Linux; LAN play is unavailable on macOS and Linux. Controllers are fully supported, and local co-op puts everyone on one shared screen. If your friends use different operating systems, check that your versions can connect before you set up a session. The macOS version is incompatible with Catalina (10.15) and later.
Monaco fits a group that enjoys a readable objective with room for detours: find the target, work around the building’s security, and see how much loot you can carry to the exit. You can focus on getting through the story, return for a cleaner score, or use the editor and community maps for more jobs. When a guard spots the crew, the quiet plan may vanish quickly. The objective stays simple: get in, get the valuables, and make sure your friends reach the getaway too.