Is there an official Golden Card list?
Not on the Steam store page. This wiki will not invent names to fill a fake complete set. Community ~24 count is Unverified.
Crime Simulator Golden Cards on Steam Criminal Simulator (CookieDev) are rare run modifiers: extra stats, camera help, longer timers, better shop prices, more yield. A community dump lists about 24 cards — treat that count as Unverified. This page will not invent a complete name list to look finished. Verified October 29, 2026 · Steam.
Cards sit next to hideout furniture, skills, and the four voucher abilities. Furniture is the upgrade that Standard deaths do not steal. Cards are the bonus. Mode wipe rules: game modes.
| Fact | Detail |
|---|---|
| Platform | Steam (Windows) · Xbox listing |
| Genre | Action · Indie · Simulation · Roguelite heist |
| Mode | Solo or online co-op up to 4 |
| Official name list | Not on the Steam store page |
| Community count | ~24 in one project — Unverified |
| Keep on Standard death | Often kept with hideout / skills / stored cash — confirm in-mode |
| Keep on quota fail / Hardcore | May wipe or consume with the run — mode-dependent |
| Nearby system | Four voucher abilities via hideout Voucher Machine |
| Patch | Live on Steam · Ashen Creek DLC (August 11, 2026) |
| Last checked | October 29, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
A Golden Card is a rare collectible modifier, not a skill leaflet and not a hideout bed. Community writeups describe effects that change the next job: bigger stats, cameras that bother you less, more time on the quota clock, kinder shop prices, more cash from the same bag, extra forgiveness when a guard spots you, or a map condition that is usually worse. None of those bullets is a card title. Titles stay TBA until a dated HUD still names them.

| Effect class | What it would change | Name on this wiki |
|---|---|---|
| Stats | Health, speed, carry, stealth numbers | TBA |
| Cameras | Fewer cameras, easier disable, or ignore windows | TBA |
| Timers | Longer job / quota window | TBA |
| Shop prices | Cheaper tools, furniture, or truck stock | TBA |
| Yield | More money from the same loot | TBA |
| Forgiveness | Extra mistake room vs guards or cops | TBA |
| Map condition | A specific location gets easier or harder | TBA |
One community project catalogued about twenty-four cards. That is a useful ceiling, not an official roster. Copying unverified names trains the wrong Google snippet and sends players looking for a card that never existed on their patch. If you find a card in-game, match it to an effect class in the table and keep the HUD string. Until then, empty cells are honest.
Skill Leaflets unlock skills when you also have a skill point. Golden Cards do not replace that pair. You can have lockpicking without any card, and a card does not spend a leaflet. If a recap mixes the two, it is talking about two inventories. Persistence — who keeps what after a wipe — is the part that actually changes how you play.
Assume Standard is more forgiving than Hardcore, then confirm on your save. Recaps: quota failure or finishing a run can consume or clear cards. Death in Standard usually drops equipped tools and truck loot but keeps hideout upgrades, levels, skills, and stored cash — cards often travel with that kept slice, but that is Confirm in-mode, not a guarantee. Hardcore can reset level and money on a failed quota; do not bet a Hardcore save on a modifier you cannot re-earn the same night.

| Event | Tools / truck loot | Hideout / skills / cash | Golden Cards |
|---|---|---|---|
| Standard death | Usually lost | Usually kept | Often kept — confirm HUD |
| Standard quota fail | Run loot at risk | Usually kept | May consume — Unverified |
| Hardcore quota fail | Wiped with the run | Level/money can reset | Treat as gone until proven |
| Run complete (any mode) | Sold / banked | Kept | May consume — Unverified |
| Endless (recap) | Daily loot reset | World rewards start unlocked | TBA per patch |
If a card is in your collection, note whether it still sits there after you pay a quota, after you miss one, and after a cop kill. Three checks beat a copied table. If the card disappears, log the mode. This wiki would rather show Unverified than a fake “always keep” rule that wipes someone’s Hardcore week.
Several recaps say cards can vanish when you complete a run as well as when you fail one. That makes them closer to a run item than to a hideout bed. Bank cash and furniture first; treat the card as a bonus on the next loop. The system players confuse with cards the most is the voucher machine.
Steam names four voucher abilities. Recaps: you buy a Voucher Machine for the hideout after completing the game at least once, then spend tickets / vouchers on challenges that grant timed abilities. That machine is why this page’s capture slots show hideout UI — it is adjacent, not a substitute Golden Card gallery. Do not file ability names as card names.

| System | How you get it | How it spends | This wiki |
|---|---|---|---|
| Golden Cards | Rare collectibles (locations TBA) | May persist or consume by mode | Names TBA — effect classes only |
| Voucher abilities (4) | Voucher Machine after a completed game (recap) | Tickets + challenges; some last one day / one use | Separate page-adjacent system |
| Skill leaflets | Houses, safes, Truck Store | Point + leaflet to unlock a skill | Skills |
| Hideout furniture | Buy with quota cash | Permanent in Standard | Hideout |
Ability recaps — not Golden Card titles — include: no noise for one day, mark loot worth over $500, deliver two times the required quota as a challenge, call off police (one star even if you have more), and repair and unlock (called out as strong with a blowtorch). Official Steam copy matches the shape: cancel a police chase, repair loot and tools, swing a bad job, with per-run limits. Call-off-police is once per game in store copy.
Both systems modify a run. Both show up after you have already beaten the early quota loop. Both can involve cameras, loot highlights, and cops. The difference is the object: a card is a collectible whose name we will not guess; an ability is one of four voucher spends tied to a machine you place in the hideout. If your HUD says ability, it is not a Golden Card. Furniture still outranks both for save safety.
Play Standard, hit quotas, and loot thoroughly. There is no published drop table. Recaps do not agree on rooms. Until a still shows a card pickup, this page will not name a drawer, a safe, or a named NPC as “the” source.
| Do | Don’t |
|---|---|
| Loot safes, special boxes, and high-value rooms you already open | Follow a 24-name checklist from an unnamed dump |
| Note the HUD string if a card drops | Paste Roblox Criminal Simulator item names |
| Check collection after quota pay, fail, and death | Assume Hardcore keeps the same rules as Standard |
| Use a scanner (once unlocked) so you do not walk past value | Buy a script that claims card ESP |
| Bank hideout spend before a risky card hunt | Wipe a Hardcore save to “reroll cards” |
The scanner marks high-value loot. That can include whatever object a card drop uses — or it can just be jewelry. Either way you leave with money. A card hunt that skips the quota is a failed hunt.
Four players can cover more rooms. They cannot make this wiki publish a fake set. If your lobby finds a named card, keep the spelling. We will add rows when a HUD still exists. Until then the effect-class table is the whole catalog.
No. Bed, inventory, treadmill are the Steam-named pieces that keep paying after a Standard death. Cards may vanish on a quota fail or a completed run. Spend the first quotas on furniture and on the skill+leaflet pairs that open doors. Chase cards with leftover loops.
| Spend | Survives Standard death | Priority |
|---|---|---|
| Hideout bed / training / treadmill | Yes | First furniture cash |
| Skill + leaflet (lockpicking, slots) | Yes | First skill points |
| Day-one tools (lockpick, bobby pin) | No if equipped on death | Every job |
| World-reward tools (zip ties, scanner) | No if equipped | After the computer row exists |
| Voucher Machine + abilities | Machine is furniture; uses are limited | After you have completed a game (recap) |
| Golden Cards | Unverified — may consume on fail/complete | After furniture and skills |
Shop-price and yield cards only matter if you already extract and sell. Camera and timer cards only matter if you already enter without a bat fight. Build that loop on the beginner guide and the hideout page, then let a card make the next house kinder. If the card is gone tomorrow, the bed is not.
On Hardcore, a failed quota can reset level and money. Cards are an even worse sole plan. Stay on Standard until two quiet houses are automatic, then open a second save if you want the multiplier. Do not import a “golden card tier list” that ranks 24 invented titles. Rank effect classes: timers and yield help Standard farming; forgiveness helps Hardcore; camera help helps electronics-light kits. Names wait on HUD.
Not on the Steam store page. This wiki will not invent names to fill a fake complete set. Community ~24 count is Unverified.
Maybe not. Recaps: quota fail or finishing a run can consume cards. Standard death is kinder to hideout progress. Confirm on your mode HUD.
No. Four abilities come from the hideout Voucher Machine (recap: after completing the game once). Different object, different spend.
No. Buy hideout furniture and lockpicking first. Cards are a bonus on a loop that already extracts.
No. Steam Crime Simulator by CookieDev only.
October 29, 2026
Matched by build plan, shared topics, and guide progression — not random related links.