Popular Reviews
There's a specific genre of co-op game that has been steadily accumulating hits over the last four years, and I'm not sure anyone has quite named it yet. It's the "tiny team, oversized environment, silly premise with real stakes" genre. Lethal Company is one. Content Warning is another. Repo. Voices of the Void. And now Burglin' Gnomes.
The question worth asking is: why do these keep working? Why is the market for silly co-op games about small creatures in absurd situations apparently bottomless?
I have a theory. It's that we've all been raised on a diet of games where our characters are competent professionals — soldiers, wizards, monster hunters, master thieves. And after decades of that, there's a growing appetite for games where the fantasy is inverted. Where you're small, incompetent, and in over your head, but the game respects your struggle enough to make it a real challenge rather than a joke. Burglin' Gnomes is a very good expression of this inverted fantasy. And at $9.99 currently on sale at -10%, it's one of the more approachable co-op indie experiences currently on Steam.
The Premise, Because It Needs Explaining
You are a gnome. Not a wizard's gnome. Not a fantasy gnome with pointy hats and gardening tools. You are a small, cave-dwelling, functional gnome about the height of a can of soda. You live in a floating-island community with other gnomes, and you have a boss called the High-Gnome who assigns tasks. These tasks tend to involve infiltrating human houses — houses at their actual real-world scale, meaning to you they are cathedrals — and stealing valuables, breaking specific objects (the High-Gnome sometimes asks you to break the TV, flood the toilet, or ruin the pantry), and getting out before you get spotted by the human resident or their pets.
Up to six players can join a heist. The default crew size is somewhere between two and four for balance reasons — solo is possible but genuinely difficult, six players is chaotic to the point of being counterproductive without disciplined communication.
The game shipped in June 2026 from Finnish developer Fobri, a genuinely tiny operation (essentially one lead developer), and has been received with overwhelming positivity. Steam reviews sit at Very Positive at time of writing, with the demo having peaked at over 15,000 concurrent players before full release.
The Actual Loop
A run in Burglin' Gnomes goes roughly like this:
You spawn outside a human dwelling — a cottage for early runs, a manor for mid-tier, an estate for high difficulty. You have to find your way in. Windows, unlocked doors, cracks in foundations, drain pipes if you've unlocked the mobility gear. You are physically tiny relative to the house, so getting through a door involves either finding one that's already open or working with the group to lift a latch you couldn't reach alone.
Once inside, you have three objectives running in parallel. First: complete the High-Gnome's assigned tasks (each task pays out in resources you need for your home base). Second: steal valuables you find opportunistically — silverware, electronics, small jewelry, whatever fits in your comically-oversized backpack. Third: don't get detected. Humans can hear noise. They can see movement. Pets are worse than humans (a house cat spotting a gnome triggers a chase sequence that is significantly harder to survive than a human noticing you).
Managing noise is the entire strategic layer of the game. Sprinting produces noise. Dropping objects produces noise. Breaking things produces noise (which is a problem when your task is specifically to break things). The detection meter fills as noise accumulates. Yellow means slow down. Red means hide immediately or the resident wakes up and starts hunting.
The Cooperative Layer, Where the Real Fun Lives
Solo play in Burglin' Gnomes is playable but blunted. The game shines specifically when you and your friends split responsibilities and communicate through voice chat.
Community-established role patterns have emerged: the Scout goes ahead and marks safe routes and hazards. The Hauler focuses on stealth and carrying maximum loot value. The Distractor triggers noise far from the objective zone to draw attention away. The Anchor stays near the exit to help extract or rescue teammates who go down. These aren't hard-coded classes — everyone can do anything — but the emergent role dynamic makes coordinated play meaningfully deeper than uncoordinated chaos.
The specific joy is in the emergent moments. Someone crashes into a bookshelf, waking up the human, who starts hunting the house — meanwhile another gnome is trying to steal the diamond in the master bedroom, and the group has to rescue them without being spotted. Someone gets caught in a mousetrap that was set for actual mice. The pet dog wakes up. Panic ensues. Somehow you get out with 80% of the objective completed and half your loot and it feels like you just pulled off Ocean's Eleven.
Why is the market for silly co-op games about small creatures in absurd situations apparently bottomless?
The Home Base and Meta-Progression
Between runs, you return to your floating-island gnome home. This is where meta-progression happens. Stolen materials fund crafting stations. Successful runs unlock furniture and building upgrades. You can build workshops that let you craft better gear (silencers for footsteps, grappling hooks for mobility, larger backpacks for hauling capacity, small weapons for the rare offensive combat moment). Home base decoration is largely cosmetic but persistent.
The meta-progression layer gives runs a longer arc than pure roguelite games. You're not just running for the immediate reward — you're funding a specific gear or upgrade project across multiple sessions. This is a smart structural choice that makes Burglin' Gnomes stickier than a pure round-based multiplayer game would be.
There are gadget tier lists forming in the community. The Cotton-Swab Silencer is widely considered essential for anyone doing stealth-focused runs. The Matchbox Backpack is a great early-game hauling upgrade. Grappling hooks are game-changing for vertical movement but require materials that take time to farm.
The Rough Edges
Fobri is one person. The game shipped with rough edges that a larger team wouldn't have shipped with.
Netcode is decent but not perfect — occasional connection stutters, some sync issues during high-noise scenarios, moments where the game world briefly disagrees with itself between clients. This gets patched steadily but hasn't been fully solved. If you have players in your group with high-latency connections, expect more issues.
Performance is fine on modest hardware (a GTX 1650 meets minimum specs), but larger houses with more procedural detail can dip framerates on lower-end machines. Six-player sessions specifically stress the network layer more than smaller crews.
Some bugs at launch caused difficulty spikes (early complaints about bees, of all things, being unreasonably deadly) that Fobri has been actively patching. The current build is meaningfully more balanced than the launch build, and further balance passes are expected.
The variety of maps and human house layouts is currently modest. Three main map scales (Cottage, Manor, Estate) with procedural variation, but the underlying map templates repeat enough that experienced players will start seeing patterns after fifteen or twenty runs. More maps are on the roadmap.
Combat is intentionally minimal. This is not a game where you fight humans successfully — you hide from them. If you want combat depth, this is the wrong game. The community sometimes forgets this and complains about weak melee options, but the design is deliberate: you are a gnome, you cannot beat a human in a fight, deal with it.
Compared to Lethal Company
The obvious comparison for Burglin' Gnomes is Lethal Company, and the comparison is basically fair. Both are indie co-op games where small teams navigate hostile environments and try to complete objectives without getting killed. Both have detection mechanics. Both have loot-based progression. Both are best played with friends in voice chat.
Where they differ: Lethal Company's aesthetic is space-industrial horror. Burglin' Gnomes is comedic domestic infiltration. Lethal Company's threats are alien monsters. Burglin' Gnomes' threats are house cats and dad on the couch. Lethal Company leans harder into horror; Burglin' Gnomes leans harder into slapstick. They're different flavors of a similar structural formula, and if you like one you'll probably like the other.
The comparison to Repo or Content Warning is similar — same broad genre, different specific flavor.
Who Should Buy This
Burglin' Gnomes is a very clear buy for a very specific audience. If you have a co-op crew already (2-4 friends who reliably play together), if you enjoyed Lethal Company, Content Warning, or Phasmophobia, and if the pitch of "tiny gnomes robbing houses" makes you smile, this is $10 and roughly forty hours of solid entertainment. Genuinely excellent value.
If you don't have a co-op crew, download the free demo (if it's currently available) or wait for a bigger sale. Solo play is doable but you're missing 60-70% of the experience.
If you dislike the general "chaotic co-op with small stakes" genre, this won't convert you. It's not trying to be a serious stealth game. It's a very well-executed silly game that happens to have real design depth underneath the humor.
The game is short, sharp, and specific about what it wants to be. It executes that vision well. Fobri is a one-person operation making genuinely charming work, and supporting small developers doing distinctive things is its own reward beyond the game's immediate entertainment value. A very easy purchase for the right audience, and a legitimate ambassador for what small studios can achieve when they know exactly what they're building.



















