Comparison

Robbery Madness vs Magnet Hunter

Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.

Head to head
About

Robbery Madness

Engage in a humorous first-person stealth adventure where you play as a clumsy thief. Sneak, steal, and escape from a bustling shopping mall filled with guards, robots, and hidden treasures. Choose your playstyle, from a silent shadow to a chaotic looter, and overcome various challenges.

Highlights
  • First-person stealth gameplay
  • Sneak and hide mechanics
  • Loot shops and secret rooms
  • Avoid guards and robots
  • Multiple difficulty modes
  • Colorful low-poly graphics
Read full description

Can you pull off the perfect heist? Sneak, steal, and escape in this hilarious first-person stealth game. Avoid guards, outsmart robots, and grab the loot! GAME OVERVIEW Play as a clumsy but determined thief starting his criminal career. Hide, sneak, and explore a shopping mall full of secrets, security systems, and ridiculous enemies. TRUE STEALTH GAMEPLAY Hide in closets, toilets, and vents Avoid cameras and patrol robots Plan your moves or improvise chaos STEAL EVERYTHING Loot shops and secret rooms Discover hidden treasures Find shortcuts and clever routes FUNNY ENEMIES Silly security robots with personality Watch them talk and reveal secrets Don’t underestimate them MULTIPLE PLAYSTYLES Sneaky shadow thief Or fast and chaotic looter CHALLENGE YOURSELF Easy, Normal, Hard modes Face the terrifying DEVIL robot on Hard UNIQUE STYLE Colorful low-poly cartoon graphics Humor + stealth = addictive gameplay BONUS TWIST Get caught too many time… and you’ll end up in HELL

About

Magnet Hunter

Features
Read full description

One game. One rule. One button. You are a magnetic drone at the bottom of the screen. Everything falls toward you: orbs worth points, hazards worth your life. Your field does not pick sides. In ATTRACT it pulls in the orbs AND the spikes. In REPEL it pushes away the spikes AND the orbs you wanted. So every tap is a real decision, several times a second. Take the orb and eat the spike, or clear the lane and lose the streak. That is the whole game. DRAG TO MOVE. TAP TO FLIP. TWELVE SECTORS, THEN THE ABYSS No level select, no mode menu, no tutorial. Every 25 seconds a new sector brings exactly one new thing: • DRIFT — just orbs • STATIC — spikes • FRACTURE — splitters that break in two • WOBBLE — weaving zigzags • HUNT — hunters that steer at you • BLACKOUT — jammers that kill your field inside their aura • MASS — heavies that resist your push • THIEF — thieves that steal your gold • SWERVE — telegraphed sideways cuts • SURGE — waves, and vortices that drag everything in • STORM — all of it at once, plus repulsors that scatter your orbs • ABYSS — no end The menu says it out loud: REACH THE ABYSS. A twelve-rung ladder shows how deep you have gone, where the bosses stand and where your warp starts. BUILD YOUR RUN Every even sector deals three module cards. Pick one; it is yours until you fall. WIDE FIELD reaches further. HARD PUSH shoves hazards harder. PLATING adds a fourth hit. SCAVENGER makes orbs worth more. GOLD SENSE finds gold. SLOW FIELD slows whatever your field touches. They stack, so no two runs are shaped alike. DEFLECTORS Hexagonal bumpers slide in, stand for two sectors, then crumble. Orbs and hazards bounce off them; you pass straight through. A spike you repel into one comes back from somewhere you did not expect. THREE BOSSES From sector 2, every third sector, a fifteen-second encounter. The SENTINEL sweeps overhead dropping orbs and fans of spikes — collect to hurt it. The REAPER telegraphs columns and dangles gold — take its gold to hurt it. The WARDEN flips its shell between cyan and magenta — match its polarity or get hit. Beat one for a hit back, a burst of gold and points. Fail and it leaves. THREE HITS No health bar, no heat meter, no timer. Three hits and the run is over. Shield orbs heal. Pulse orbs clear the screen. Multiplier orbs raise the stakes, funnel orbs steer every orb into your lane, freeze orbs lock your combo. A missed orb only costs your combo — nothing else can kill you. DAILY COURSE One seed for every player, every day — and the day is a course, not a coin flip. It deals the board: two deflectors standing from frame one. It deals the loadout: three fixed modules, the same for everyone. It adds a twist — HEAVY HAZARDS, FAST FALL, STICKY FIELD, GOLD RUSH, TWO LIVES or NO SHIELDS — and a shared goal: forty orbs, a twenty combo, fifteen hundred points, sector five. Learn the terrain, beat the board, keep the streak. Guests compete too. GOALS, RANK AND CORES Over thirty goals, three active at a time. Reach sector 7. Hold a 50 combo. Clear a sector unhurt. Reach the Abyss. Ten ranks run from DRIFTER to MAGNETAR, and every rank hands you a new core — COBALT to AURORA, ten in all, each its own world in a full-screen gallery. Cosmetic only: the core still burns cyan when you pull and magenta when you push. Progress follows you to any device you sign in on. RANKINGS Four boards: today's course with a week of past days, all-time depth, live streak and best streak. Every board shows the top ten and your own neighbourhood — five above, five below — whether there are ten players or ten thousand. WARP Reach a sector three times and you can start closer to it. BUILT TO FEEL RIGHT Momentum drag, an aurora sky that turns cyan when you pull and magenta when you push, visible field lines, and a fixed-step simulation so the daily is fair on every device.

Screenshots

Robbery Madness4 screens
Magnet Hunter4 screens

Verdict

The call

The clearest difference is in-app purchases: Magnet Hunter at none against Robbery Madness's 1. Magnet Hunter also leads on ads (none vs shown) and update cadence (every 3 weeks vs every 21 months). Robbery Madness's advantage is iOS requirement (13.0 vs 17.0). On price and device support there is nothing between them.

Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS

CostPrice · In-app purchases · Ads · Monetization

Both are free to download. Robbery Madness sells 1 one-off in-app purchase. Magnet Hunter asks for nothing beyond the download.

UpkeepUpdate frequency

Robbery Madness ships an update every 21 months, Magnet Hunter every 3 weeks. Both last shipped on October 24, 2026.

Scorecard4 real differences · 6 level
Robbery Madness versus Magnet Hunter: the parameters behind the verdict, then further details
ParameterRobbery MadnessMagnet Hunter
PriceFreeFree
Rating4.8 (243 ratings) — better—
Positive reviews80.0% of reviews—
Number of ratings243 — better—
Update frequencyEvery 21 monthsEvery 3 weeks — better
AdsYesNo — better
In-app purchasesYesNo — better
MonetizationFree with in-app purchases—
DevicesiPhone, iPad, iPod — betteriPhone, iPad
Requires iOS13.0 — better17.0
Further details — not scored
Size135 MB59 MB
Age rating17+4+
DeveloperMarek KlvanaMJK APPS SRL

In-app purchases

1 purchases

Robbery Madness

One-time1
  • Remove Ads$3.99
None

Magnet Hunter

No in-app purchases

Questions

Is Robbery Madness free?
Robbery Madness is free to download, with in-app purchases available.
Is Magnet Hunter free?
Magnet Hunter is free to download, with no in-app purchases.
Do Robbery Madness or Magnet Hunter have ads?
Robbery Madness shows ads; Magnet Hunter does not.
Which is updated more often, Robbery Madness or Magnet Hunter?
Robbery Madness ships an update every 21 months, and Magnet Hunter every 3 weeks. Most recently, Robbery Madness was updated on October 24, 2026 and Magnet Hunter on October 24, 2026.

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