
Get your crew back together for the ultimate heist experience! Return to Monaco, plan your operation, and skedaddle when things inevitably go awry in this co-op heist game. The city is yours for the taking!
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About
Monaco is a city overflowing with luxury and greed, which makes it a perfect target for you and your international gang of criminal masterminds. The best of the best have been assembled, and they’ll need to work together using their unique abilities to rob the city blind. Do you and your friends have what it takes to bring the city of Monaco to its knees?
They say there’s no honor among thieves, but they’ve never met your crew! Team up with up to three other players in local or online multiplayer and plan your heist. However, nothing ever goes exactly according to plan in Monaco, so you’ll need to work together and improvise if you want to get away with your haul of riches.
New characters mean all new ways to play! Assemble your team from a selection of eight playable characters, each with their own unique abilities and playstyles. Need to adapt? Switch your character mid-run to overcome whatever obstacles stand between you and untold riches!
Every heist requires careful planning. With Blueprint Mode, you can look at the level’s layout before you start the mission, allowing you to case the joint before you and your friends fleece it for all its worth.
Monaco 2 offers a new level of immersion with an updated 3D art style and a procedurally generated level design system. Complete the structured campaign or test your skills against the hundreds of seeded levels, proving once and for all that you and your friends are the ultimate thieves!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
wooo boy i love getting shot
MIXED REVIEWS: They are crying about how they wish the game was. That aside I have only found one bug in the game and it wasn't all that bad. I had to restart the level because I dropped off a ledge and fell into an out of bounds area. Aside from that I haven't noticed any issues with the game. Just make sure when you drop off a ledge you drop into an in bounds area and you should be fine. Now for the game: You play as thieves, each of which has a different type of specialty. You can use your specialty skills to sneak past guards, Hack computers, The larger woman is all brawn and she beats down anyone who gets in her way. There is a woman with a dog who charms people which allows you to slip past them unnoticed. The over all concept is to steal every coin in the level and leave with the main treasure which is different in each level. All of that aside there is a scoreboard between you and your steam friends to try and compete for times on each level as well. Of course there are also global score boards but naturally they have cheaters who finish levels in 3 seconds. So what are you waiting for? Come beat my times! Rating: 8/10 - People have been complaining about the 3d views obstructing their view of where things are but honestly there is an x-ray style map that shows you where everything is on every floor so if you use that properly you shouldn't have any trouble finding things.
Huge fan of the first monaco. I was somewhat reserved about the idea of the new art style and all that, but I have 0 regrets! Buy this game if you want to have a fun time! I'm only about 3 missions in but already having a blast solo and trying to convince friends to join as I know Monaco gets better with more friends. Some small but powerful improvements I am already noticing are to the weapons/items. I love that they have been balanced out. Having a ton of smoke grenades in the first game felt unfair now you can only have 2. The lockpick gives a chance to do things quicker but not instantly. Being able to hide bodies in dumpsters is awesome! Also love that there is an alternate costume of the original Monaco characters! Can't wait to unlock them. Thanks for making this great game!
Confusing game. Have been told it is a shadow of the first. This game does not inspire me to play the first at all.
Like Monaco 1, great game. The 3D perspective with semi-new classes is a great idea for a sequel. Like Monaco 1, it takes a bit to get used to - it can be tricky to track coins in the new perspective. There is a planning stage at the beginning, and you can refer to your map at any time, but planning seems completely pointless at the beginning for everything but story atmosphere (which ends up being a negative - a bit of a "duhh let's just go" moment every level). The map works to find leftover coins later in the level which is great. For some reason, if your character is looking at the map and you're attacked or killed, you will not be warned or jolted out of the map - you'll just be none the wiser until you exit the map. I left feedback about this on discord 3.5 months before this review, and it's still in the game like this. Like Monaco 1, you play as one of 4 classes in every level and these get mixed up depending on the level - love it, classic Monaco feels. This time around they get trinkets to further uniqueify them, and you unlock trinkets by playing levels with shorter times and more coins. This progression falls over a bit here, and the most effective way to progress is a hard grind of the very easy first level using the new procedurally generated alternative seeds (which is very cool, albeit subtle). You get a new trinket with an alternative way to play your class at 1 gem, 2 gems, 5 gems and 10 gems, in that sequence. So to get the last skill-based trinket, you need to spend 19 gems per class, over 8 classes. The first level takes 3-10 minutes as a sort of tutorial level, and from about the third level onwards, you can expect to play for an hour or two depending on your speedrunning skill. I don't think the extra gems you get are worth the extra time and effort you spend on those much more difficult levels. Importantly, the trinkets don't seem to get better with each tier - each character's trinkets are very hit and miss. Some you'll probably never want to use unless you want to challenge yourself, and those aren't the highest-level trinkets. It's not like you have a weaker trinket at tier 1 that you'll use until you unlock a better trinket at tier 2. What makes this stranger, is that every trinket has a health-based penalty, with higher tier trinkets costing as much or more health than the last tier. This would only make sense if the higher tier trinkets were always better. There's multiple better ways to have done this, like just having the option to unlock any trinket at any point once you have enough gems (let's say 4 gems per tier). Then unlocking more trinkets would feel less like something you have to do and more like a bonus for experimenting as long as you like. One character in particular seems to have no value at all. Her ability is a dash, but it barely moves you out of the way of whatever you're dashing away from or towards any faster than walking, and she has trinkets that are as expensive as any other character to do things you'd expect her dash to do - like dodge damage. Every other game has a dodge roll, why do I need to spend 19 gems to do that with this character? That ability should be free, and this highest-tier ability should be replaced with something else. Let me ricochet ranged attacks back to my attackers during dashes or something. Probably the best thing about Monaco 2 is that (most of) the new classes feel a little overpowered in some cases, except that when you bring them into a game, you still feel like you're having fun with it and you still feel challenged by it. There is a particular issue, a victim of the 3D perspective I think, where usable items are placed too-close together, and only one becomes accessible at all. The prison level has a computer with a vent right next to it, and the computer is completely unusable because pressing E near it (in any position) triggers the windup to enter the vent instead. There's seemingly unavoidable situations like this all over the game anytime the pickaxe is used to create a new interactable. Overall, the game could use some fine-tuning but I'm still regularly itching to play Monaco 2 just as much as I ever did with Monaco 1.
I really wanted to enjoy the game, as Monaco was one of my favorite games. This was not the experience I wanted. The game is rather linear and there are too many randomly placed enemies and alarms with no clear purpose. In the first game there were many more hiding spaces to play statigically, but in this it is more of a straight shot though the levels without a lot of stealth. And if you break windows and try to go a little bit of the choosen path, the game counts you out of bounds. We also found an easily accessible place where you were softlocked. Also it is poorly optimized and you cannot rejoin a session after dissconecting. As a result of all of that it was frustrating and not mutch fun.
Cara oq fizeram com o Monaco? é um jogo totalmente diferente sem graça nenhuma, parece mais um jogo mobile
5/10: Monaco 2 mixes stealth mechanics and heisting in 16 levels of colorful, cartoony action. Yet the changes to the style and how levels are balanced leave it feeling like it is missing something compared to the first Monaco. Monaco 2 is about a team of thieves stealing all the wealth they can find in the titular town of Monaco and escaping with the goods. Over the course of 16 levels, you and up to 3 friends can each choose one of 8 color-coded characters, each with their own special abilities, and see just how quickly and thoroughly you can rob each level. There's Sake the speedster in purple, Cosmo & Gimlet the pink socialite with her distracting puppy, Pockets the green medic, Gibson the blue engineer with his drones, Una the orange brute knocking folks out, Jobbie the blue teleporting robot, Cicero the stealth-killing surgeon wearing yellow, and King Dreg in red handing out bribes. Although there are 8 different characters, each level has a specific set of 4 you can choose from, which can feel limiting if the set doesn't have one of the characters you have focused your upgrades on. Finishing the level for the first time or with exceptionally quickly or by stealing everything earns you a Diamond, which you use to upgrade each characters abilities and eventually unlock alternate costumes. Getting to the end of the story only earns enough Diamonds to level up maybe 1-2 characters abilities several times, so getting all the characters to a high level requires extensive replaying and achieving gold standards on clearing time and stealing everything in the level. The design of the game is focused mostly on avoidance and quick movement, with few reliable ways of getting rid of enemy patrols. While Gimlet can occupy a single foe, they go back to normal as soon as you switch her ability to someone else. Meanwhile, knocking people out with tranquilizer or real guns, or using either Una or Cicero's abilities, are merely temporary knockouts since the first other enemy to stumble upon their corpse will revive them. Fully removing an enemy requires moving their unconscious body to a hiding spot like a plant or a garbage bin, which on certain levels can be more limited than anticipated. Buying items or reloading them costs 10 of your coins each time, so your end score could end up noticeably lower due to relying on items too much. That being said, do what it takes to finish the levels before trying to optimize a run, as unlocking character abilities is often necessary in order to earn those Diamonds for clearing the place out or robbing the place in record time. The style has changed from the first Monaco, replacing the iconic pixel style with a slightly cartoony 3-D model look. The levels also feel larger on average, with the game leaning into the 3-D to integrate more verticality into the levels, resulting in runs feeling longer overall. Although there are checkpoints throughout the levels, they only save your place while the run is ongoing, so failure or quitting requires starting from the very start of the level. Combining these two factors, there are some levels that can drag on and frustrate after requiring a few retries, such as the the Prison or Safehouse which can feel like they can only be overcome by using a specific item or character. Thankfully you can retrieve lost lives from the spot you dropped while playing solo, and can be revived by allies while playing multiplayer, providing a level of forgiveness that adds more survivability in this game focused on stealth. Compared to the first Monaco, there are several characters that are missing like the Lockpick or the Lookout, but the absence of the Mole is one of the biggest impacts on the overall gameplay, as the levels can no longer be modified by breaking down walls or building tunnels. Combining that with the increased map size, limited character selections, level length, and minimally effective combat options gives Monaco 2 an overall less flexible, less forgiving, and more rigid system to play with despite the graphical updates. Monaco 2 tries to improve on the first game graphically and literally expand the levels in order to provide more to experience, but the result is something less than before. The first Monaco's top-down graphics were barely more than icons, but their style and the tight pacing of its levels kept things feeling quick and silly even when it all went wrong. In Monaco 2, the more standardized art and the slog some levels can become can wear away the patience of all but the most dedicated or stubborn fans. Genuinely wouldn't be surprised if the first Monaco one still has a more active player base than this one.
Fun. I like what they have done compared to No. 1
it took4.5 minutes to load a single screen and constantly frame dipped
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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