Session Respect Score
AI estimate · 0/5 votes
0.0/ 10
"Indie dungeon heist adventure with replayable gold-stealing runs."
Best session: 20-45 minutes
Minimum session
15 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Low FOMO
Focus required
Moderate
≡
Session structure
Self-contained runs
Plan runs between sessions; natural breaking points between dungeon attempts.
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About
Steal gold from the Lerpikon's dungeons! Get rich!
Single playerAction
Media
Community Tips
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Community Session Data
No sessions logged yet —
Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
🔇No sound OK
🤚One-handed
🎵Background game
🚇Commute friendly
✈️Plane friendly
💤Suspend & resume
⚡Quick to boot
☁️Cloud save
👶Kid can watch
🛋️Couch co-op
🎤No voice chat needed
🌙Solo after bedtime
🎙️Podcast game
🧘Zen mode
🥱Brain off
🔁Satisfying grind
🧒Kid co-op
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Platform Notes
Does it actually work well on your platform? Community tested.
That Bastard is Trying to Steal Our Gold! — Session FAQ
- How long does a session of That Bastard is Trying to Steal Our Gold! take?
- The minimum meaningful session for That Bastard is Trying to Steal Our Gold! is approximately 15 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause That Bastard is Trying to Steal Our Gold!?
- That Bastard is Trying to Steal Our Gold! uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does That Bastard is Trying to Steal Our Gold! pressure you to keep playing?
- That Bastard is Trying to Steal Our Gold! has low FOMO. There may be some narrative momentum, but the game doesn't pressure you to keep playing. Natural stopping points are common.
- What is That Bastard is Trying to Steal Our Gold!'s Session Respect Score?
- That Bastard is Trying to Steal Our Gold! has a Session Respect Score of 7.0/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.







