We first heard of Monaco in 2010 when the game became the big winner at the Twelfth Annual Independent Games Festival Awards snapping two awards the Seumas McNally Grand Prize and the Excellence In Design award. Monaco: What’s Yours is Mine is a game about pulling off the perfect heist by sneaking, stealing, failing to sneak and making great escapes across a variety of beautiful time-trial levels laid out like casino blueprints.

“I’ve been a game developer all my life, but professionally for the last 10 years.  I went indie 5 years ago, and I’ve always had a hard time imagining myself going back to a salaried life.  But I made Monaco because I was desperate. I was close to broke, lonely, and ready to give up.  I took a break from the game I had spent the last year on, and started making Monaco for kicks.  The game was fun after only a week, and so I just kept the momentum going”. Stated Andy Schatz, the creator and entire development team for Monaco in an interview after IGF 2010.

After many years in development Monaco was released on PC on April 24th. Those who are wondering if Monaco: What’s Yours is Mine is an indie jem or just a game that uses the term retro in order to hide its weaknesses should check out our review.

Sound And Vision

Graphically Monaco is simple, with enemies that come in many beautiful colours and maps that are very clearly designed. Undiscovered areas are black, mapped areas are grey with white details and areas in sight have a lavish colour scheme. Rooms like offices or faults have a bluey-green colour to them while areas like balcony’s and luxury interiors have vibrant reds and oranges, with splashes of other bright colours.


The music in the game is exceptional. It’s a piano led score created by Grammy nominee Austin Wintory famous for his work on Journey. It consists of slow, noir compositions and when the action gears up and you are in danger or being chased the score becomes faster, more intense accompanying perfectly the gameplay.