ZONTO
Making Fruit Heist: why fruit?
Why a crew of career-criminal fruit, and how the getaway got its low-poly town.

Every heist game needs a crew, and every crew needs personality. Fruit turned out to be the cheapest way to get seven distinct silhouettes that read instantly at 320 pixels wide. Kiwi picks locks. Watermelon cannot fit through windows. Those two traits did more for the planning half of the game than any spreadsheet.
The chase is the other half. We wanted it to feel like a Saturday-morning arcade cabinet, so the town is low poly, road-accurate and a little too small, which keeps pursuit tense and lets you learn its corners.
Fruit Heist is in early access and changing weekly. Tell us what you want next.