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Robbing Time Review – Superheroes, Chaos & Broken Heists

  • Writer: Niels Gys
    Niels Gys
  • Nov 13
  • 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.


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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 Me

WhatsApp Image 2025-08-19 at 04.27.47.jpeg

I’m Niels Gys — writer, gamer, and unapologetic criminal sympathizer (on screen, not in real life… mostly).

 

I founded CRIMENET GAZETTE to give crime, horror, and post-apocalyptic games the reviews they actually deserve: sharp, funny, and brutally honest.

Where others see heroes, I see villains worth rooting for. Where critics hand out polite scores, I hand out verbal beatdowns, sarcastic praise, and the occasional Criminal Mastermind rating.

When I’m not tearing apart the latest “scariest game ever,” you’ll find me digging through the digital underworld for stories about heists, monsters, and everything gloriously dark in gaming culture.

Think of me as your guide to the shadows of gaming — equal parts critic, storyteller, and getaway driver.

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