Compare Monaco: What's Yours Is Mine prices across 50+ stores and find the best deal. Developed by Pocketwatch Games. Published by Pocketwatch Games. Released on 4/24/2013. Available on PC. Genres: Action, Adventure, Casual, Indie, Strategy. Metacritic score: 83/100.

A top-down co-op heist game where you assemble a crew of distinct thieves, pick pockets, dodge guards, and pull off increasingly chaotic jobs across Monaco.

Monaco: What's Yours Is Mine is a top-down arcade stealth game built around one central tension: do you ghost the level cleanly, or does everything fall apart and you start sprinting for the exit while guards swarm every corridor? Both outcomes are genuinely fun, which is rarer than it sounds. Each level is a hand-crafted floor plan rendered in a retro, blueprint-style aesthetic, and your job is to hit an objective and escape without too many alarms going off. The game shipped with a full single-player campaign and a four-player co-op mode, and the two feel meaningfully different - solo demands patience and tight routing, while co-op devolves into lovable pandemonium the moment one teammate pops a smoke bomb at the wrong time. The character roster is where the strategic layer lives. Eight distinct thieves are available, each with a passive ability that reshapes how you approach a map. The Locksmith opens locks faster. The Cleaner knocks out guards silently. The Mole tunnels through walls and rewrites the level geometry on the fly. The Lookout has a hawk that spots enemies through walls. Running a four-person crew means thinking about role synergy before you even enter a building, which gives the game more build-order texture than its arcade presentation suggests. You will absolutely replay missions to test different character combinations, and that replayability is one of Monaco's strongest cards. The AI is simple by design - guards patrol fixed or semi-random routes and respond to noise and line-of-sight triggers. That simplicity is a feature, not a flaw, because the complexity comes from reading the map and managing your crew, not from outsmarting deep enemy behavior trees. What does get frustrating is the camera and visibility system. Fog-of-war is thick, your visible cone is narrow, and in co-op the camera can pull so far out that character sprites become hard to read. It is a solvable problem with practice, but expect a rough first hour before the controls click. The tutorial is functional but brief, so newcomers should treat the early campaign missions as extended onboarding. The level editor shipped with the game unlocks a long tail of community content, and while the Steam Workshop scene is quieter than it was at launch, there is still a meaningful bank of user-made heists available. For a game released in 2013, the mod and custom-content support holds up reasonably well. The original campaign is around eight to ten hours on a first playthrough, longer if you chase the unlockable stories tied to each character. Co-op with a group that communicates - or deliberately refuses to - adds a multiplier to that runtime that is hard to put a ceiling on. If you are coming in as a solo player who enjoys methodical stealth, Monaco delivers a focused, replayable puzzle-box experience at a low time commitment per session. If you have three friends willing to commit to a co-op night, it punches well above its modest scope. The weak points - limited AI depth, visibility frustrations, a community that has quieted since its peak - are real but none of them are deal-breakers at this price tier. This is a tight, well-designed game that knew exactly what it wanted to be and executed it cleanly. Diego, Scout Team

Monaco: What's Yours Is Mine
ActionAdventureCasualIndieStrategy

Monaco: What's Yours Is Mine

Apr 24, 2013Pocketwatch Games
GamerScout Says

A top-down co-op heist game where you assemble a crew of distinct thieves, pick pockets, dodge guards, and pull off increasingly chaotic jobs across Monaco.

PC
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About Monaco: What's Yours Is Mine

Monaco: What's Yours Is Mine is a top-down arcade stealth game built around one central tension: do you ghost the level cleanly, or does everything fall apart and you start sprinting for the exit while guards swarm every corridor? Both outcomes are genuinely fun, which is rarer than it sounds. Each level is a hand-crafted floor plan rendered in a retro, blueprint-style aesthetic, and your job is to hit an objective and escape without too many alarms going off. The game shipped with a full single-player campaign and a four-player co-op mode, and the two feel meaningfully different - solo demands patience and tight routing, while co-op devolves into lovable pandemonium the moment one teammate pops a smoke bomb at the wrong time. The character roster is where the strategic layer lives. Eight distinct thieves are available, each with a passive ability that reshapes how you approach a map. The Locksmith opens locks faster. The Cleaner knocks out guards silently. The Mole tunnels through walls and rewrites the level geometry on the fly. The Lookout has a hawk that spots enemies through walls. Running a four-person crew means thinking about role synergy before you even enter a building, which gives the game more build-order texture than its arcade presentation suggests. You will absolutely replay missions to test different character combinations, and that replayability is one of Monaco's strongest cards. The AI is simple by design - guards patrol fixed or semi-random routes and respond to noise and line-of-sight triggers. That simplicity is a feature, not a flaw, because the complexity comes from reading the map and managing your crew, not from outsmarting deep enemy behavior trees. What does get frustrating is the camera and visibility system. Fog-of-war is thick, your visible cone is narrow, and in co-op the camera can pull so far out that character sprites become hard to read. It is a solvable problem with practice, but expect a rough first hour before the controls click. The tutorial is functional but brief, so newcomers should treat the early campaign missions as extended onboarding. The level editor shipped with the game unlocks a long tail of community content, and while the Steam Workshop scene is quieter than it was at launch, there is still a meaningful bank of user-made heists available. For a game released in 2013, the mod and custom-content support holds up reasonably well. The original campaign is around eight to ten hours on a first playthrough, longer if you chase the unlockable stories tied to each character. Co-op with a group that communicates - or deliberately refuses to - adds a multiplier to that runtime that is hard to put a ceiling on. If you are coming in as a solo player who enjoys methodical stealth, Monaco delivers a focused, replayable puzzle-box experience at a low time commitment per session. If you have three friends willing to commit to a co-op night, it punches well above its modest scope. The weak points - limited AI depth, visibility frustrations, a community that has quieted since its peak - are real but none of them are deal-breakers at this price tier. This is a tight, well-designed game that knew exactly what it wanted to be and executed it cleanly. Diego, Scout Team

Tags

steamCo-op HeistTop-Down StealthCharacter SynergyLevel EditorArcade StealthLocal Co-opCommunity MapsFog of War

System Requirements

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Reviews & Ratings

Metacritic
83
Steam
91%(8,522)

Game Info

Developer
Pocketwatch Games
Publisher
Pocketwatch Games
Release Date
Apr 24, 2013

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