$24.99PAYDAY: Aces High Four masks, one big score
Plan and pull off VR heists with up to three friends, robbing a business titan who framed you, one job at a time.
Is PAYDAY: Aces High worth it?
PAYDAY: Aces High is worth it if…
- you want a co-op shooter to run with a regular crew of up to four
- you have a VR headset and want a proper heist fantasy in it
- you like jobs you can play quiet one night and loud the next
- you enjoy chasing the flawless run, again and again, until it goes right
Screenshots
Better with a crew
This is a game built for a lobby of four. You pick a role before the job: the Mastermind who plans the angles, the Ghost who slips through unseen, the Technician with the gadgets, or the Enforcer who keeps hitting when things go loud. Mix them and every heist gets a shape: one of you watches the drill, one hauls bags, one holds the door.
And things will go loud. Alarms trip, plans fold, and the fast, frantic part takes over: shotguns, sentry guns, grapples, and whatever improvised idea your crew shouts over comms. The chaos is the point. A heist that falls apart with friends tends to become the story you retell, and a clean run after a messy one feels earned. Sessions are short and social: join up, pick a job, pull it off, want one more.
Stealth or fireworks
Every heist can be played two ways, and both are real options rather than a token choice. The quiet route asks for patience: case the place, dodge sightlines, and finish the job before anyone knows they have been fooled.
The loud route is where the game breathes. You stack your tools, kick things off, and manage the storm: bag the loot while holding off waves, defend the escape point until the ride is actually clear to leave. Hauling a heavy bag to the van while everything burns around you is a highlight. Either way, the objectives themselves feel satisfying to complete, from cracking safes to walking out with the goods.
Build your heister
You load out your way. The arsenal covers rifles, SMGs, shotguns and pistols, plus gadgets like grapple hooks and sentry guns, and each weapon has variants to pick between. Cash and rep you earn on jobs unlock skills, gear and toys, so a few heists in, your heister starts to look like yours.
The four Aces give the builds a spine: lean into the Ghost's silence or the Enforcer's hammer, or blend skills across roles into something no class card describes. There is honest fine print: the selection at launch is on the slim side, with six heists and a modest pool of weapons and skills, so you will see most of what exists sooner rather than later. What is there, though, feels solid and well made, and the gunplay in particular feels great in your hands.


























