Your First Burglin' Gnomes Heist in 5 Steps
Back to guidesBurglin' Gnomes is a co-op stealth game where up to five friends play as tiny gnomes raiding human houses. Every run follows the same loop: assign roles, enter quietly, complete tasks for the High-Gnome, grab loot, and escape before you're detected. This guide walks you through each step so your first heist ends with a clean extraction instead of a crew wipe. If you want to jump straight into planning, open the Heist Planner alongside this page.

How a heist works
Burglin' Gnomes supports up to 5 players in online co-op. One player hosts, others join. You can also solo with a smaller crew.
Tip: Start with 3–4 players. Fewer gnomes means fewer mistakes while you learn.
Every crew needs a scout, a hauler, a distractor, and an anchor. Decide before the heist starts — not mid-panic.
Tip: New players should try hauler first. It’s the most forgiving role with clear objectives.
Each heist follows a loop: enter the house, complete tasks set by the High-Gnome, steal loot, and escape before you’re caught.
Tip: Focus on tasks first, loot second. Completed tasks unlock better exits.
Everything you do makes noise. Running, picking up items, opening doors — all raise your detection level. If it fills, you’re caught.
Tip: Walk, don’t run. Stagger pickups so noise spikes don’t stack.
After a run, you bring loot back to your gnome base. Spend it on upgrades that make the next run easier: speed, carry weight, stealth tools.
Tip: Upgrade movement and carry weight first. Stealth gear can wait until you’re comfortable.
5 mistakes that wipe new crews
Two gnomes fighting over loot creates noise and wastes time. Assign roles in the lobby.
Running is the #1 noise source. Walk unless you’re escaping.
When someone calls retreat, everyone leaves. A partial haul beats a full wipe.
Shiny objects look tempting but rarely outvalue completing mandatory tasks.
Stay grouped until the scout confirms safe zones. Splitting multiplies detection risk.
FIRST RUN CHECKLIST: [ ] Roles assigned in lobby [ ] Retreat signal agreed [ ] Walk, don’t run (unless escaping) [ ] Tasks before loot [ ] Stay grouped until scout clears
Based on first-run patterns observed in Jozzoh's demo walkthrough and SMii7Y's first session. Core mechanics from Steam.
Last updated: February 2026