Case the Joint
Sep 30, 2026 — A daily heist puzzle. It's Minesweeper, but the mines are guards, and you're the burglar.
Case the Joint is Minesweeper turned into a heist. You get the building's blueprints (the walls, the doors, the floors, where the loot is and where the windows are) but not the guard roster. Every tile you step on shows how many guards are posted around it, just like Minesweeper's numbers. Step on a guard and you're caught. Grab the loot, then slip out a window. The door you came in by is being watched.
The heist adds three things Minesweeper doesn't have:
- Knockouts replace flags. You can tackle a tile. If a guard is there, you knock them out, and the numbers around them drop straight away, so the building opens up. If nobody is there, you crash into the furniture. Either way you're never caught for it, but it makes noise.
- Noise replaces lives. Carpet and marble are silent, wood creaks a little, and the creaky boards drawn on the blueprint are loud. At 16 the alarm goes off. That budget solves the thing Minesweeper players hate most: when you hit a genuine 50/50, you don't have to guess. You can pay noise to find out.
- Some days have a patrol. A guard with a flashlight walks the hallway, one step for every move you make. You can see their route and where they'll be next. Wait for them to pass, or sneak up behind them and take them down.
It's a daily game, like Wordle and Mob.day. Everyone gets the same building, you get three attempts, and your result is a share line that gives nothing away. Every day's building is played first by a solver. It lists every arrangement of guards that fits the numbers it can see, so a day only ships if it can be won by logic alone, and the solver's run sets par.
It's plain 2D canvas with no libraries, and it plays on a phone or with a mouse and keyboard. The sounds are synthesized. The promo is rendered from the real game: the solver plays a heist, and the promo opens on its tensest moment before rewinding to the start.