What the game is
The Break-In is a co-op burglary game where the job is simple: get in, grab everything you can, and get it back to the van for cash. Homes, shops and casino vaults are all fair game, and nothing is really off limits, from TVs and fridges to toilets and the residents themselves. If it can be carried out of the building, it can be sold.
Money from a clean haul funds better gear, which in turn unlocks riskier, more valuable targets. So the loop is break in, take what you can carry, sell it, and spend the proceeds on new thief equipment for the next job.
Playing it with your group
The Break-In is built for 1-4 players online, with full crossplay between VR and non-VR setups. That means one friend can be in a headset while the others use a keyboard and mouse, and the controls are designed so both play styles get the same level of control. Bring the whole friend group along regardless of who owns which hardware.
Jobs split naturally by role. Three classes cover the main play styles: the Infiltrator is fast and sneaky, breaking in and opening up the target for the team; the Strongman hauls the heavy valuable items back to the van and holds off guards; the Mastermind coordinates from the shadows and handles the vault hacking. Pairing these roles matters more than any single loadout.
Equipment gives the group options for extraction and crowd control. Ladders and climbing picks create new ways in, while airbags and pistons attach to stolen goods to move them safely to the van. Hammers, firecrackers and wearable head lampshades let you knock out, distract or hide from residents, depending on how loud the team wants to be.
The getaway vehicle is picked at the start, anywhere from a bicycle to a stolen police van, so think about how much space the team plans to fill before choosing.
What to know before you start
Every mission generates randomly: different room layouts, different entry points and different residents and guards. There is no reliable safe route, so scouting before anyone commits is worth the time. You never know what is protecting the good stuff, an angry resident, a trained guard, or a hidden camera.
The climbing system is open-ended by design. Drainpipes, windows and rooftops are all viable routes, which makes scouting from above easy but also means the far side of any window can be a long way down unless the team has planned for it. Bring the right tools, and make sure the person going through the window knows what is waiting for them on the other side.