Criminal Simulator Beginner Guide
If you are learning the criminal simulator game, treat each night as a controlled risk decision: confirm the job, take a manageable route, bring back enough loot to meet the Quota, and invest the payout before increasing the danger. This criminal simulator guide starts with regular Houses because they let you learn the central loop without immediately dealing with the Cameras and Security Guards found on higher-risk routes.
Learn the Hideout-to-extraction loop
Your first useful route begins and ends at the Hideout:
- Open the
Job Boardand read the target, objective,Quota, andTime Limit. - Buy only the tool the route calls for, such as a
LockpickorGlass Cutter; the entry-tools guide explains which option fits each entrance. - Choose a regular
Houseand scout the entrance before committing to a room. - Move quietly, collect practical loot, and check its weight and your available space.
- Put the loot in the
Van, return to theHideout, and carry it to theLoot Crate. - Sell the loot, confirm that the Quota is satisfied, and spend the cash on a useful improvement.
A local gameplay example shows a 750-cash Quota and a requirement to return by 7 a.m.. Treat those as examples of the constraints the Job Board can present, not as universal values for every job. The important rule is to plan the return trip before your inventory is full.
Plan a House run from the Hideout
This moment supports the Hideout-to-House loop by showing where to store and sell Loot and why quiet, manageable runs are a strong starting point.
Beginner rule
Once you have met the Quota, leave unless the route is clearly safe and you have plenty of time. Extra loot is worthless if an alarm, weight limit, or late return costs the whole run.
Choose a first target and entry tool
Regular Houses are the best starting point because they provide practice with residents, locked doors, windows, room routes, and extraction. You can also find some items outside, so a first sweep does not always require entering immediately.
Use this decision rule when preparing:
| Situation | Safer choice | Why it helps |
|---|---|---|
| You need a locked door | Lockpick | Opens the door without relying on a noisy window entry |
| You need a window entry near residents | Glass Cutter | Cuts glass more quietly than breaking it |
| You need a quick improvised entrance | Rock | Available around Houses, but creates noise |
| You are considering a Bank | Return to Houses first | Banks add Cameras, Guards, and a harsher response to detection |
| You find heavy loot | Compare value with carrying risk | A valuable item can slow or prevent a safe extraction |
The Baseball Bat is available as equipment, but the supplied material does not establish its exact combat effect or which enemies it reliably defeats. Do not build a beginner route around fighting. Avoiding a guard is a better-supported plan than testing an uncertain weapon while carrying loot.
Use stealth before collecting everything
Residents can detect you through sight or sound. Approach a House by crouching and staying near cover, then pause to observe resident movement before crossing an open room. The stealth guide covers this quiet movement and phone-related route planning in more detail.
Before picking up an item, ask three questions:
- Can I reach it and return without crossing a resident's path?
- Will picking it up leave enough space and movement speed for the exit?
- Is it worth more than the time and exposure needed to carry it?
The loot list includes items such as Headphones, Laptops, Phones, Bags, Watches, Jewelry, Game Consoles, and other electronics. The available evidence does not provide a complete, reliable sale-price table, so prioritize safe value rather than assuming a particular item always pays the most.
Decide when loot is worth carrying
Loot only becomes cash after you bring it back and sell it. The Van provides transport and storage, while your character's carrying ability and available space constrain what can come home in one trip. A heavy item can therefore be a poor choice even when its displayed value looks attractive.
Use the following extraction check before taking another item:
- Confirm that the
Vanstill has room. - Check whether the item is too heavy or will make the return noticeably harder.
- Look at the remaining time and the distance to the Hideout.
- Leave immediately if residents, Guards, or a Camera has already raised the risk.
- Sell at the
Loot Crate; do not count unsold loot toward the Quota yet.
This is the core criminal simulator tips rule: secure a smaller payout before chasing a larger one. The game loop rewards completed extractions, not an inventory left inside a target building.
Meet the Quota and sell your loot
This moment supports the extraction check by showing the return deadline, Quota progress, Loot Crate selling, and the risk of being unable to return while Wanted.
Handle alarms and the Wanted state
Detection can come from a Resident, Camera, or Security Guard. Once the alarm response begins, Police may arrive and you may enter a Wanted State. Continuing to search while carrying loot gives the response more time to catch you and can turn a successful partial run into a loss.
When detected, use this order:
- Stop searching and stop opening optional rooms.
- Break the enemy's line of sight and move away from the search area.
- Follow the planned route back rather than improvising a deeper escape.
- If the route is no longer safe, abandon optional loot and preserve the run.
- After returning, sell what survived and reassess the next target.
The gameplay evidence shows Police pursuit and being caught, with lost loot and a skipped day as possible consequences. Exact pursuit timing and every escape condition are not documented here, so do not rely on a fixed timer or assume that hiding in one location always clears the Wanted State.
Upgrade for safer progression
After a few successful House runs, spend cash on improvements that make the same route more reliable before moving to Apartments or Banks. Running Shoes improve movement speed, Lifter helps with heavy items, and Carry Capacity increases how much loot you can manage. The computer in the Hideout also offers tools, weapons, supplies, and other upgrades as they become available.
A sensible progression is:
| Stage | Focus | Move on when |
|---|---|---|
| First runs | Houses, crouching, residents, and extraction | You can meet the Quota and return without triggering an alarm regularly |
| Stable runs | Lockpick or Glass Cutter plus movement or carrying upgrades | You can plan an entry and an exit instead of searching randomly |
| Higher-value routes | Apartments, then more complex targets | The expected loot justifies Cameras, Guards, and a longer escape |
| Bank attempts | Scouting, equipment, and strict extraction discipline | You accept that detection can cost the run and are prepared to leave early |
Do not interpret this as a fixed unlock order. The evidence supports a risk-based learning route, but it does not document complete level requirements, upgrade prices, or exact Carry Capacity values.
Criminal Simulator tips for the next run
Use this short checklist before launching another job:
- Read the
Job Boardand remember the Quota and return deadline. - Pick the lowest-risk target that still helps you progress.
- Carry only the tools that support the planned entry.
- Scout residents, Cameras, Guards, doors, and your exit before collecting loot.
- Sell as soon as the risk becomes larger than the expected gain.
- Upgrade movement, carrying, or quiet entry before escalating to Banks.
That loop is the practical criminal simulator wiki starting point: prepare at the Hideout, take a controlled House route, extract, sell, and improve one weakness at a time.

