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Robbing Time Review – Superheroes, Chaos & Broken Heists

  • Writer: Niels Gys
    Niels Gys
  • Nov 14, 2025
  • 3 min read

TL;DR

Imagine Payday 3, but the vault guards are Marvel interns and your drill is powered by tears.


Robbing Time is like robbing a jewelry store only to find out all the diamonds are 3D printed. It’s not bad — just criminally half-baked.

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Freedom of Crime

You’d think robbing superheroes would feel liberating — masks, gadgets, moral decay — the full buffet. Instead, Robbing Time gives you a plate of cold fries and says, “Use your imagination.”


Eight maps, four heroes, and the kind of freedom that comes with pre-approved heist routes. Every job feels like a school field trip gone wrong: one poor soul shouting directions while everyone else hides behind a vending machine.



Criminal Fantasy Fulfillment

You’re not fighting cops here. You’re robbing demigods. On paper, that’s brilliant. In practice, it’s like robbing Superman with a hairdryer and a dream. The moment Superdog shows up, you’re reminded that “fear” and “fun” start with the same letter but end very differently.


Still — hiding from laser beams while your mate screams into proximity chat? Comedy gold. The fantasy works for a few missions before collapsing like a drunk superhero in tights.



Mission Design

Every heist starts strong: dramatic music, masked crew, whispered plans. Then you realize the mission design is less Ocean’s Eleven and more Deliveroo Simulator. Go here, press button, panic, escape.


The superheroes are flashy but not terrifying — Nightstalker crawling through vents should be scary, not adorable. The Disappearing Man? He vanishes faster than your enthusiasm when you realize you’re doing the same job again.



Money & Progression

You’d expect crime to pay. Here it pays in pocket lint and disappointment. You rob, you run, you repeat — and your reward is enough to buy a flashlight that barely works.


Progression feels like a parole hearing: you nod politely, pretend you’ve changed, then get dumped back into the same cell with a slightly shinier crowbar.


Got caught mid-robbery again? Don’t worry — every mastermind needs practice. 🎮 Score PAYDAY 2 


World & Sandbox

Crime City sounds grand — the kind of place where even pigeons wear ski masks. In reality, it’s a few gloomy corridors stitched together with the optimism of an indie dev on caffeine fumes.


The world’s not bad — it’s just unfinished. You can feel the ambition sweating through every brick wall. With polish, it could be amazing. Right now, it’s a PowerPoint presentation on why hope is dangerous.



Crew & NPCs

If you’ve got friends, great. If not, tough. The AI teammates behave like they’ve been lobotomized by a taser. Half the time, they stand there admiring the wallpaper while you’re being mauled by a laser dog.


But the proximity chat saves it. The chaotic yelling, the accidental betrayals, the moments where someone screams “HE’S IN THE VENT!” — that’s the stuff of legend.



Police & Law Response

The cops are fine. The superheroes? They’re unfair. And that’s kind of the point. You can’t kill them — you hide. It’s a cat-and-mouse game where the mouse brought a spoon and the cat’s made of fire.


Moments of tension pop up, but too often the AI fumbles it. You don’t feel hunted — you feel inconvenienced, like someone turned off the Wi-Fi mid-robbery.



Style & Atmosphere

It looks like a comic book and plays like a group project run by anarchists. The music slaps, the gadgets are fun, but the performance drops faster than your moral standards after a few beers.


There’s potential — real, sweaty, caffeine-stained potential. You can see the game it wants to be hiding beneath the bugs like a diamond under a dumpster.



Replayability

Eight maps. Four heroes. After a weekend, you’ve seen it all — unless you enjoy repetition so much you tattoo “Early Access” on your forehead. But give it a year, maybe two, and you might just get the chaos it promised.



Multiplayer

When it works, it’s brilliant — four idiots shouting over walkie-talkies as a superhero bursts through the wall. When it doesn’t, you’re alone in an empty lobby, wondering if you’ve been ghosted by your own crew.


This is a game that needs players like a getaway car needs petrol. Right now, both are running low.



FAQ

Is Robbing Time worth it in 2025? Only if you enjoy chaos, laser dogs, and existential dread.
Does stealth actually work? About as well as a paper mask in a hurricane.
Is co-op fun or just chaos? Yes.
Will it get better? If the devs keep at it, absolutely. If not, it’ll go down as the funniest failed heist since Cyberpunk’s launch week.
Should I wait for full release? Yes. Unless you’re drunk, brave, or both.


Still craving chaos, gadgets, and questionable morals?


 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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