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No Alibi artwork with a masked robber aiming a gun beside a police car, a bag of cash, and flying banknotes.

No Alibi Game: Tactical Heists and Co-Op Mayhem in This New Indie Shooter

Posted on December 21, 2024September 27, 2026 By Ronny Fiksdahl

Alex Moore on co-op heists, stealth, and No Alibi’s Heat system

Note: Release plans and future features discussed below reflect the game’s status in December 2024.

No Alibi is an online co-op, top-down heist shooter that blends stealth, tactical roles, and high-risk choices. Creator Alex Moore discusses its inspirations, multiplayer design, and his plans for NECMAS Studios. The game also appeared in our Anticipated Indie Games of 2025 on Steam list.

Set up for fast, coordinated jobs or high-tension stealth runs, No Alibi asks crews to plan loadouts, control “Heat,” and stay disciplined when things go loud. Below, Alex shares the design thinking behind the systems—and how community feedback is shaping the final stretch.

Thanks to Alex Moore and NECMAS Studios for their time. Learn more on the official Steam page.

Origins & Inspiration

Q: Alex, let’s get straight to it. What sparked the idea for ‘No Alibi’? Were there any particular films, books, or other games that inspired you?

A: “Hi Ronny! No Alibi is inspired by Hotline Miami and Payday. I wanted to play online co-op with the gameplay of Hotline Miami, and I thought the tactical elements of Payday would be a great fit.”

Balancing Stealth & Action

Q: Creating a game with both stealth and action must have been a challenge. How did you approach the balance between sneaky heists and all-out gunfights in ‘No Alibi’?

A: “That’s definitely been at the forefront of my design considerations with No Alibi. The ‘Heat’ meter in the game is designed to give players an incentive to use stealth: the longer they go without being seen, the more time they’ll have before the police show up. Ideally, players could complete some heists without getting in a firefight at all. But the hostage mechanic gives a strategy to players who want to go in guns-blazing.”

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Path Into Development

Q: Everyone has a unique path into the gaming world. Could you share a bit about how you started in game development and what drives your passion for creating games?

A: “I’ve been interested in making games as long as I’ve been alive. I remember drafting up Mario Kart tracks with my friends at recess in elementary school. Eventually, I started making games on Roblox and learned how to code with Lua, before moving on to Unity and GameMaker. I love math, coding, and video games, so game development is a perfect intersection of my interests.”

Designing Co-op Roles

Q: Co-op games have their own set of challenges and joys. What was your primary focus when designing the multiplayer experience for ‘No Alibi’?

A: “You’re absolutely right. My goal in No Alibi is for players to be able to strategize together. For example, dead bodies will alert civilians, so players need to decide who will be on guard duty to make sure they can stay stealthy. Additionally, players have limited equipment slots, so a crew can coordinate who will bring medkits, grenades, and other equipment. I want each player to be able to fill a unique role to give their crew every advantage possible.”

Customization & Risk

Q: Players love to personalize their gameplay. Can you highlight some of the cool customization features for weapons and equipment in ‘No Alibi’?

A: “Absolutely! Every gun has attachments that can be added with their own advantages and disadvantages, such as a silencer that reduces bullet speed, but allows players to use guns without alerting everyone. With enough money, players can create a fully decked-out rifle. But the better your weapons are, the more attached to them you’ll become, and the more it will hurt if you don’t make it out alive.”

Technical Hurdles

Q: Every game development process encounters bumps along the road. What were some significant challenges you faced while developing ‘No Alibi,’ and how did you overcome them?

A: “The biggest hurdle for No Alibi has been that it’s my first game with online multiplayer. Keeping every player synced at all times is a huge challenge, especially with varying internet speeds. Regardless of how No Alibi performs on Steam, I consider it a success, because I learned so much about developing online multiplayer that will no doubt stick with me in projects to come.”

Community Feedback in Action

Q: How do you incorporate player feedback into the development of ‘No Alibi’? Can you give an example of a change made based on community input?

A: “I’ve definitely gotten a lot of valuable feedback from friends and from the community. At first, the visual effects for shooting were subtle and understated, and players said that it didn’t feel juicy enough. So I went back to the drawing board and added all kinds of saturation and other effects to make shooting feel better, and I’m very happy with the results.”

No Alibi

Release: Coming soon at the time of the interview

Genre: Top-down co-op heist shooter

Developer / Publisher: NECMAS Studios

Platforms: PC (Steam)

Post-Launch Ideas

Q: Looking beyond the initial launch, what future content or DLC plans can players expect? Are there any expansions already in the works?

A: “At the moment, I plan to add everything I can before launch. However, one thing that has been on my mind is a Call of Duty Zombies-like gamemode, where players fight through hordes of zombies and survive as long as they can. If the game is successful and players love it, I’ll definitely consider adding this post-launch.”

Market Fit & Relevance

Q: The gaming industry evolves rapidly. With a release set for May 2025, how do you plan to keep ‘No Alibi’ relevant and exciting in such a dynamic market?

A: “To be honest with you, my primary goal is to make No Alibi the best it can be, regardless of market trends. Although I think there is certainly a lot of demand for heist shooter gameplay at the moment, so that puts the game in a great position.”

What’s Next for NECMAS

Q: What’s next for NECMAS Studios after ‘No Alibi’? Are there any new genres or innovative game concepts you’re eager to explore?

A: “Oh man, this is something I’m constantly thinking about. There are a billion types of games I’d love to make, but I only have one lifetime. One thing I’m sure of is that I want to continue making online co-op games, because gaming with your friends is just so much fun.”

A Look Ahead

Q: Fast forward 10 years—where do you see yourself and NECMAS Studios? What long-term impact do you hope to have on the gaming industry?

A: “All I want to do is keep making fun games. I’d love to be at a point where I have a dedicated community eagerly awaiting each new release, and I just want to bring great gaming experiences to as many players as possible.”

Personal Note

Q: Lastly, is there anything surprising about you that your players might not know but find interesting?

A: “I have an unhealthy obsession with math. Any subject in math has seemingly infinite depth to explore, and unexpected results in the field inspire an almost otherworldly awe in me. My favorite parts of game development are when a mechanic gets really technical, and you have to roll up your sleeves and do the trigonometry and vector math to solve it.”

Thanks so much for the interview Ronny, it’s been a pleasure!

Alex’s answers show how stealth, the Heat system, and coordinated loadouts fit together in No Alibi’s design. They also explain the work involved in keeping an online crew synchronized. Thanks to Alex for sharing the decisions and challenges behind the game.


Written by Ronny Fiksdahl, Founder & Editor-in-Chief of Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

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Developers, Gaming News, Indie, Interviews Tags:Alex Moore, co-op, game development, heist shooter, Indie, indie game, Indie Games, Interview, NECMAS Studios, No Alibi, PC

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