▲ FARROW 42.10   ▼ STAKORA 0.004   ▲ MERIDIAN 91.55   ● THE REGULATOR IS WATCHING
A Game of Greed

INSIDE JOB

Two eras. One instinct.
Every trade has a consequence.
4 Campaigns · 32 Endings · 30 Days a run · No Real Money

The Game

Inside Job is a single-player narrative trading game. You start with a desk, a mentor, and an appetite. Over thirty days you take the meetings, work the angles, and decide, over and over, how far you're willing to go. The money is easy. Staying out of the windowless room is the hard part.

It isn't a trading simulator. It's a story about appetite, told through choices. Every option you're offered carries a posture, lean in, hold back, or take the dangerous swing, and the world pushes back through five meters that climb and fall with your nerve. Push too hard on any of them and the consequences arrive on their own schedule.

Two Tracks, Two Eras of Greed

The same instinct, forty years apart. Each track is its own world, its own palette, typeface, slang, and cast, and the first campaign on each is free.

Free
Track I, The Floor
The Floor
1980, 1987

Suits, suspenders, and inside tips. A young trader at a hungry firm learns that nobody asks questions when the number's right, until somebody downtown does. Gold leaf, oxblood, and a serif you could cut yourself on.

Wealth · Reputation · Heat · Loyalty · Excess
"Barbarians". Free. 30 days to the 1987 crash. 8 endings.
"No Quarter Down", $0.99. A fund that never loses, until it does. 8 endings.
Free
Track II, The Chain
The Chain
2017. Present

Laser eyes, Lambos, and diamond hands. The same hunger, now anonymous and on-chain, where clout is liquidity and the rug is always somewhere under your feet. Bitcoin orange, neon teal, and a timeline that never forgives.

Stack · Clout · Exposure · Crew · Flex
"Number Go Up". Free. 30 days through the cycle. 8 endings.
"Exit Liquidity", $0.99. The on-chain bezzle. 8 endings.

Same engine, different world. The meters mean the same thing under the hood. Only the names, colors, and voice change with the era.

See It

Authentic screens from the build, the same palettes, type, and meters you'll play. The Floor in gold leaf; The Chain in neon.

Two eras of greed, every trade has a consequence
Every trade has a consequence
Every choice has a posture
Every choice has a posture
Read the wire, bet the tip
Read the wire. Bet the tip.
Five meters, one way out
The world pushes back
A cast that remembers what you did
A cast that remembers
Many endings, only one is yours
Many endings. Only one is yours.

Optimized for iPad

On iPad the game runs full-bleed and scales up, with bigger type, the same gold-leaf and neon worlds, edge to edge.

Two eras of greed on iPad
Two Eras · iPad
The cast on iPad
The Cast · iPad

How a Run Works

Pick an origin

Six starting variants per campaign change who you are on day one, your money, your standing, your leash.

Story days

A contact, a proposition, a choice. Each option shows its posture, accept, decline, or risk, and the consequence lands before the day turns, often swinging your fortune.

Market days

Trade the market every day and read the wire for tips. Then brace for the deck: twenty random events per campaign, windfalls, benders, subpoenas, betrayals, each swinging your fortune, no two repeating in a run.

The world pushes back

Five meters sit in one rail across the top of every screen and react to everything. Cross a danger line and it shows. The meter goes red, the room gets quieter, the regulator gets curious.

Information has a name on it

Some choices hand you something you were not supposed to know. Trade on it and the tape does exactly what you were told it would. It also writes a line in your Ledger with that name on it.

The case they are building

Every dirty move becomes a dated, sourced entry. Open entries heat you up daily and investigators quote them back at you. Bury one with a lawyer, or ask a friend to forget it and hope they stay friendly.

Every night, an accounting

The Close gives you the number and the reason behind it, what the street is saying about you tonight, and a plain read on where you stand.

Bet against it

Knowing a name is about to fall only pays if you can trade the fall. Borrow it, sell it now, buy it back after the drop. The desk lends against your cash and closes you out at the open if it runs the wrong way.

Three people who are not contacts

The one who hired you, the one who trusted you, the one who believes in you. They keep their own count of you, and on the last night one of them gets the last word.

The reckoning

Reach day thirty, or push Exposure to the limit and end it early. Eight distinct endings per campaign decide how your story is remembered. Find them all.

The Five Meters

One system, two vocabularies. The Floor and The Chain call them different things; they push back the same way.

The FloorThe ChainWhat it tracks
WealthStackWhat you're worth. Let it run dry and you're finished before the story is.
ReputationCloutWhether the right people take your call. Lose it and the doors quietly close.
HeatExposureHow visible you are to the people you don't want seeing you. Max it out and it's over.
LoyaltyCrewWho still answers when it goes wrong. Burn it and you'll find out alone.
ExcessFlexThe car, the jet, the spend. People clock the lifestyle long before the trades.

What's Inside

Big Money, Big Swings
Trades, story choices, and events all swing your in-game fortune. Get rich in a day, or crater by the close. (No real money, ever.)
32 Endings
Eight authored finales per campaign, across four campaigns, legend, conviction, the quiet exit, each a distinct epilogue with its own illustration. A gallery tracks the ones you've found.
40 Events
Twenty dark-comic random events per campaign that swing your fortune and your meters, from a deck that never repeats within a run.
12 Origins
Six starting variants per campaign, so no two careers begin the same.
Built to Reread
A deterministic engine: the same seed replays exactly, and there's always one more nerve to test.
Drawn by Hand
An illustrated cast and a distinct era, palette, type, and slang, for each track, plus original art for every ending. Switch eras and the whole game reskins.
Yours, Offline
No account, no login, no ads, no trackers. Plays fully offline; your run stays on your device.

Pricing

Download free and play a full campaign on each track. Expand when you want more, purchases are one-time, never subscriptions, and restore across your devices.

Free to Start
$0
A full free campaign on each track, "Barbarians" (The Floor) and "Number Go Up" (The Chain). Sixteen endings to chase.
Campaign Unlock
$0.99
"No Quarter Down" (The Floor) or "Exit Liquidity" (The Chain), unlocked forever. New cast, eight new ways to get caught.

Purchases are handled by Apple's In-App Purchase system. "Restore Purchases" brings your unlocks to any device on your Apple ID. No real money is wagered or won.