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Split or Steal

Split or Steal

by Rootpew

★ 77%
Price Free
Avg Players 0
Reviews 1,199
Released Jan 31, 2020
CasualFree To PlayFree to PlayIdler
View on Steam ↗

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Split or Steal is a social deduction game where you accumulate winnings across matches, then face off against opponents in a final choice: split the pot fairly or steal it all for yourself. Success hinges on reading whether your opponent will cooperate or betray you, making trust and deception the core tension. It appeals to players drawn to high-stakes psychological gameplay and competitive mind games, though some reports suggest balance issues worth considering.

About this game

What players are saying

▲ Recommended 0 hrs
Read the reviews and so a lot of people claming hotdog always splits.
Made it to my first high stakes game against a hogdog feller and he stole...
The lies and deceit 5/5 never trusting hoddog gang again
107 found helpful Steam ↗
▼ Not recommended 1 hrs
Ignoring the bad UI and matchmaking glitches (as I think others have covered it thoroughly) I'd like to mention something I don't think HAS been covered. And that is that there are core problems with the gameplay that nobody brings up

As you might have guessed you choose to split or steal. Splitting splits the cash among both parties allowing both to win, Stealing takes a slight bit more and causes one party lose if they split. If both parties steal, they both lose. There's a karma system that gives you a bit more information on the opposing party - are they good or bad? So you can't just continuously steal cause the other person will just see that negative rep and most likely choose to take you down with them.

NOW: The problem I have yet to see other people mention. There is no REWARD to the deduction element. Only the karma grind. And if you think the other person will steal, what do you get? Nothing. You're still going to lose. You can take them down with you, sure. But... is that really fun? Well, the answer is for the first hour - yes. For anything after? No. Not at all.

People say there is a social element to this - and I would like them to explain how what you say to other party has any ACTUAL bearing on the game. Because every interaction I've had goes one of two ways.

"Let's split."
"Yup."
We win.

OR

"You have bad karma. You should split with me to raise it."
"I will do that."
He doesn't do that, but I've stolen from him to compensate. Then we both lose.

On the surface this game sounds FUN. Like really fun. Unfortunately once you play it... it just isn't. It's too simple. There needs to be a slight more complexity to the social element.
85 found helpful Steam ↗
▼ Not recommended 1 hrs
The negative review is constructive and is meant to encourage the devs to tweak and improve the game more.

I recommend this game as a ‘demo’ to those who love conflict-oriented games. But the game-play it offers has some large pocks to fix.

What's it about?


Split or Steal is a social deduction game in which you are pitted against an opponent - let’s say, me - for money. For two minutes, we talk it out and arrive at a conclusion. You can choose between splitting the money between ourselves and parting ways amicably, or stealing the whole pot for yourself.

And you only have 10 seconds to make that decision!

The catch is that splitting gets you your share of the money and karma, while stealing gets you my money but you lose karma.

If one of us makes a decision after those 10 seconds, then the game timer goes down to 30 seconds, within which the other player has to make a decision! You lose money and tier streaks if you lose a match.

On paper, the game-play sounds like fun, and I’m sure as a board game it works perfectly. But this ain’t a board game, son.

So, let me put on my PG-rated Gordon Ramsay and make a few points on it.

No penalty for mutes...



If you were pitted against me, I could give you the silent treatment throughout the whole match. This ruins the experience of the ‘social’ aspect in the game, and you’re left with deducing my decisions based on my tier and my karma, which can be misleading.

For the most part, your deductions are made blindly because you can’t expect to accurately deduce what choice I made based on my stats… but you’re forced to. And that’s not good. It’s like judging a VAC-banned player; there’s probably a good reason for it… right? RIGHT??

In essence, the Shrödinger moment is simulated throughout the match, with no way to say how it will turn out – so you just make your own choice with random probabilities.

I see a simple solution to this: if the player doesn’t speak, then apply a ‘Silent Treatment’ penalty multiplier to that player. The more number of matches they don’t speak in, the more the penalty increases. What resource is deducted with this multiplier, I have no idea, but that ain’t my job to figure out, so there you go.

Silent treatments in a communication-based game is inevitable, so it’s crucial to think about what you can do to discourage that, if not prevent it.

10-second decision-making...



I could choose whatever choice I make right when those 10 seconds are up! You are then left with making your choice in 30 seconds without properly deducing my choice. This renders the whole idea of the game timer being useless. We might as well shorten the game timer to 40 seconds and it would still be the same thing.

So even if I was talking to you, there is no point because I already locked in my choice and you are forced to make a good decision within those 30 seconds (unless I stupidly tell you that I chose X). You don’t have time to talk or figure it out.

Instead, what I would do is take 1 minute to make the players talk to each other. After 1 minute, open the opportunity to make the decisions. So they still have 1 more minute remaining, and they can still hash things out like civilized folks. But if they don’t want to, they can just arrive at a conclusion themselves anytime during then.

This not only solves the problem of ‘spammy decision-makers’, but it also enforces the Silent Treatment solution, and you get to attract more people who love to engage on the social aspect more.

If needed, a skip button can also be added to skip that initial minute of breaking the ice, and just get to the final minute of us getting real sweaty... with tension.

Lack of game-play depth...



Unless the devs work on the current system, the core loop is what it is currently.

While I was queuing, I saw a random player in the chatroom going ‘I wish X played the game more, they gave me riddles to solve in exchange for a split’. That hit me like a truck!

There was no additional engagement to the game-play. All you do is hash stuff out (which I already explained you rarely do) and make a decision (which I already explained is a shot in the dark). With the current system, it doesn’t feel like I’m accomplishing that. So I put out pop quizzes for my opponents to solve, and if they got it right, I’d split. This got me thinking...

The adversity towards other players in terms of winning money is bolstered by the game being labelled a ‘social deduction’ game, which I personally find to be selling the idea that your opponent needs to lose. But that's a mechanic, and winning against your opponent is an optional goal, not a primary one.

Your primary goal, if not to steal and get more money, is to reach a fair compromise with your opponent because that is the secondary positive outcome. You want to win; deduction is one way while diplomacy is the other.

And the game is hugely lacking in options that support diplomacy!

Before you ask – No. Messaging ‘SPLIT PLZ’ is not a way to be diplomatic because I could just assume you will do the opposite and we’d be back to square one. It also brings us back to the point about not accomplishing anything. You’re also giving away free wins, which is borderline boosting and trolling. Those who do this were probably never breastfed.

If the above ideas don’t work, then maybe calling your opponent’s bluff could work. Basically, you call it, and depending on whether you get it right or not, you either lose all your money or you win it. This is an idea I’m taking from another negative review I read.

These ideas are pretty engaging, at least on paper for now. But so far, these are the only critiques I have about the game, aside from the visuals.

Beats and graphics...



Understandably, the devs used Synty’s low-poly assets for the art and stock music for the audio. But each game has or needs its own personality and style. They probably already have it as a low priority on their list (if not, then psst, hey devs, NOTE IT DOWN), but I do hope the art and the audio content changes, if development continues.

There are too many games with similar assets. This can be off-putting for many. Regarding the art style, I imagine that you would have more flexibility with it if the project was set to 2D, but it’s unfortunately too late to do that now.

Final thoughts...



Overall, the potential is high for the game. I really hope this isn’t the final version as the game-play is currently too basic. There are other aspects that I haven't covered, but my focus is on the core game-play, and it is underwhelming as far as I've played it.

The problem I see now is that the game is not Early Access, so I'm sceptical about the possibility of change occurring to the game, and must believe that what we have right now is all we get. This brings me to my next issue: micro-transactions.

As much as I like the idea of supporting the devs, if it isn't EA, then I have to assume that the game will not get major updates or overhauls. Which means that, assuming the current game is the final version, I haven't found it compelling enough to support them.

But I'll go out on a limb and beg my fellow fishies to do their dirty jobs. Where our whales and dolphins at??

If there was a way to play with friends, then that would be cool. Currently, it's like I’m just playing with mutes and boosters, and that comes off as despondent to me.
68 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Split or Steal 1.8.3 is now Live!

1958 days ago
Development Update Hey all - as you may already be aware, recently we published a Development Update, which ran through the general progress made on the Mobile Build to date, alongside giving a brief outline on the delays surrounding this. Nothing has changed in regards to Mobile being the next major update that SoS will receive - however, this current QoL update has been prioritised over the last week or so, in order to help the players who are struggling to find matches outside of peak hours. For continued updates surrounding SoS's Mobile Development, or to find more players to log on with, check out our Community Discord! Bots If the player count is running low (i.e: Average Queue times of 10-20s+), the SoS backend will now spin up a Bot to match you against, in order to ensure you can continue progressing through the game regardless of low player activity. Additionally, with the gaurantee of being able to find a game once a player logs on (regardless of time of day, and without exceptional queues or needing to ask people on Discord to join), we hope that players will now stick around longer in general; allowing for real players to more easily find eachother, which in result then will spin down the bots to prioritise human vs. human encounters. The bots themselves make it known that you're playing against an AI (and we're using that term loosely) Opponent, and immediately tell you their split/steal odds (generated newly on each encounter). Reflecting on the human vs. human counterpart, the chances of a bot splitting are slightly decreased in High Stakes. Note that all values (such as split rate, speed of encounter rate etc) may be subject to balance adjustments if needed. QoL Improvements In order to speed up the Queue flow, decision unlock timers have been greatly reduced (approx. 3 Seconds for Low Stakes, 6 Seconds for High Stakes) "Wirecut" timer reduced to 15s in Low Stakes after one player locks in. "Wirecut" timer introduced at 30s in High Stakes after one ...

Split or Steal 1.8.2 is now Live!

2135 days ago
In-Game Policy Updates Before we kick off with Content news, we're going to take a quick segue into clarifying recent updates made to our Moderation routines. The Moderators always investigate on, and action instances of players breaking our Community Code of Conduct. However, in listening to the community, we've accepted that in some cases, punishment towards repeat offenders has at times been far too lenient. The vast majority of players who have been actioned by the Moderator team to date have not required any follow-up warnings; we've always maintained that simply by speaking with players, and re-highlighting our Code of Conduct is often all that's needed for resolving problems. In some cases, this may happen more than once - and as Moderators, we always moved forward with the mindset of more permanent actions being issued as a last resort. While we're still keeping firmly to the idea that permanent actions such as bans should remain a last resort, we similarly needed to clarify what truly justified a "last resort"; with some players managing to rack up warnings on rule-break actions into the dozens, while still not being actioned; leading to the players being affected by an individual's actions feeling frustrated by a seeming lack of intervention on the Moderator's parts. Starting around two weeks ago, the Moderators began consciously acting in a more proactive manner towards toxicity/abuse reports, and began applying harsher penalties towards players in cases which involved repeated instances of rule-breaking behaviour. Along with this, Moderation tooling has been improved in order to allow for better Mod Visibility while in-game. As a note, we recognise that implementing these new policies resulted in a small minority of users creating alt accounts to ban-evade, along with posting hateful/abusive content in-game towards other players. We apologise for any players who were affected during this time, and can offer our assurances that the Moderators have subsequ...

Split or Steal 1.8.1 is now Live!

2176 days ago
An Ode to Kongregate This patch unfortunately opens with some sad news - Kongregate have announced that they are no longer accepting new submissions to their Web Portal, and have noted that they will begin to turn off several of their social features later on this month. Kongregate served as an amazing portal for small indie developers/studios to start getting their names out on one of the most accessible portals on the planet, alongside playing home to an amazing community whose vocal contributions towards SoS helped shape the game into becoming a lot more than a two-button simulator; leading us to our eventual launch on Kartridge & Steam, and attracting over 175,000 players in the process. SoS will continue to receive updates on Kongregate for as long as time allows - but in the interest of ensuring the safety of your account progress in a worst-case scenario, we'd strongly recommend all Kongregate Players begin the process of linking their account to Steam. This option can be found under the "Download" option in the upper-right topbar on the main menu. Kongregate, you will most certainly be sorely missed by players and developers alike - thanks for the many years of entertainment you brought to us all. To anyone missing the smaller-scale browser-based chats on Kongregate, we've set up a private room on our Discord for old WebGL Veterans - simply fire off a mod support ticket with your Kongregate username, and we'll get you added on there. New Platforms & WebGL Parity SoS was originally developed for WebGL - and we'll continue to maintain full support for it. Today marks our launch on the ArmorGames platform, opening up SoS to a whole new group of players! Along with this, further improvements and optimizations to the WebGL Build of SoS has continued to bring us closer and closer to Desktop Parity - with 1.8.1's WebGL Build now containing full-resolution lighting textures, alongside defaulting to 60fps mode on launch! New/Revamped Events Events have been revamped ...

Posts come from Steam's official announcements feed.

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