A machine measured everyone’s Credit Score, then took it. The bank went grey. You are the only kid still in colour.
A small top-down bank world you actually walk around — one HQ, nine buildings, and a five-part heist you carry out during break.
Ponsbvnkr HQ used to be loud. Then Chairman Vex Sternum installed the AUDIT-O-TRON 3000 to measure every employee's Credit Score — and once it had finished measuring, it started collecting.
You get off the bus as the only kid still in colour. Your locker is #404, and whoever had it before you left a busted Walkman and a note: "5 keys. 5 departments. Get them back."
AUDIT-O-TRON 3000 · TERMINAL READOUT
Every one is a different shape, not a different colour on the same box. This plan is drawn by the game's own code, from the same world data the map in your corner uses.
$PNSBVNKR comes from three places — paperwork, the cursed break-room machines, and the mission board. Everything you pick up sells at Rico's exchange.
Buy a blank report off Rico, start it at a desk, walk away. It fills in over three stages while you do something else.
Four cursed machines. Pay, wait for the coil to hesitate, then hit E to thump the glass at the right moment.
Build mode drops props anywhere walkable. This one spends rather than earns — but the band needs somewhere to play.
Nine goals in a fixed order, each paying the moment it clears. Five of them carry a vault key.
At zero keys the campus renders almost fully grey. Every key you recover pushes the saturation back up in real time — that is the renderer, not a cutscene.
Meet the five departments →No sprite sheets, no PNGs, no fonts. Every tree, roof and blade of grass is rectangles pushed into a low-resolution buffer and blitted up unsmoothed.
Click the ground to walk, or use WASD.
Walk up to anything with a ! over it and press E.
Every mission on the board pays out in $PNSBVNKR the moment it clears.
Five keys, five departments. The vault stays sealed until you have all of them.