Letter Heist

Build an alphabet. Break the score. Get out clean.

In development

Spell words from a deck of upgradeable letter tiles, build a broken scoring engine, and clear eight escalating heists before the job goes loud. Each letter is a persistent tile instance that can be Gilded, Flaming, Mirrored, Glass, sealed or otherwise altered, so the player is not merely finding the longest word — they are routing a word through the scoring machine they built.

Fact sheet

  • Genre Word-game roguelike
  • Platforms iOS · Android
  • Engine React Native
  • Players Single-player, offline-first; synchronous multiplayer
  • Status In development
  • Milestone Foundation in development

The core loop

1. Draw eight tiles from a run-specific deck. 2. Tap letters in spelling order to make a 2-8 letter word. 3. Watch Chips, additive Mult, multiplicative Mult, modifiers and Loot resolve in a traceable order. 4. Beat the heist target within three word plays, using up to two tile swaps for consistency. 5. Spend the take on modified letters and passive Loot. 6. Survive eight heists — boss jobs at 3, 6 and 8 — to crack the final vault. A complete run is designed for 10-15 minutes, with at most 24 scored words.

Features

  • Persistent letter-tile instances with modifiers stamped onto the exact tile
  • Rules-ordered score events (Chips, additive Mult, multiplicative Mult, modifiers and Loot) with expandable semantic print-shop receipts
  • Eight heists across three acts, including three implemented boss rules at heists 3, 6 and 8
  • Seeded decks, ordered word assembly, tile swaps, shops, modifier tiles, relics, win/loss states and recoverable autosave
  • A typed action log with deterministic replay verification and checksummed primary/temporary/backup saves plus legacy-save migration

Direction

‘Midnight Print Shop’ — letterpress-noir. Letter blocks, ink, paper, brass machinery, red editorial marks, wax seals, dossiers and headlines; it should feel crafted and conspiratorial, and typography is the object, interface and special effect rather than decoration.

Who it is for. Primary: systems-minded word players who enjoy word construction and optimization and are willing to learn a compact scoring engine. Secondary: approachable roguelike players who enjoy finding engines, breaking score curves and sharing seeds but may not want combat, lore homework or hour-long runs.


This title is in development. There is no store page yet — follow along on the contact page for updates.