Steal A Pet is MineFun.io's take on the viral "Steal A Brainrot" formula: buy pets, place them in your base to print money, and - when your income isn't growing fast enough - sneak into someone else's base and walk out with theirs. It is part tycoon, part heist, and part social experiment in how fast trust evaporates near an unlocked door.
The mode received a major update in July 2026 with 3 new pets. The useful stuff to understand first: how bases and locks work, why the conveyor turns calm people into auction goblins, what the 8 rarities actually mean, and when rebirth is worth deleting a collection you were emotionally attached to. Briefly. We all pretend not to be.
Part 1: The lobby is an economy with knives
Steal A Pet is a tycoon-heist gamemode inspired by the Roblox hit Steal A Brainrot. Eight players share a map, each with their own base. Pets you own sit in your base and generate cubecoins (cash) every second. The richer your pet collection, the faster your money grows - and the more tempting your base becomes to every other player in the lobby.
The Core Loop
- 1. Buy pets from the red conveyor in the center of the map
- 2. Place pets in your base - they generate cash every second, very peacefully, until someone notices
- 3. Defend your base with locks and swords
- 4. Steal from others when their guard is down. Their guard will insist it was not down.
- 5. Rebirth to multiply your income and start the climb again, stronger
Part 2: Your lock is a timer, not a personality trait
When you join a room, you spawn at one of the 8 bases on the map. Your base is your vault - every pet you own lives there, generating income around the clock. But a vault with an open door is just a donation box, so the lock system is your first line of defense.
How the lock actually saves you
- Joining a room: Your base is automatically locked for 30 seconds
- After the timer expires: You can lock it again for 60 or more seconds
- Rebirth bonus: Each rebirth adds +10 seconds to your lock time
Never Leave Your Base Unlocked
An unlocked base is an open invitation. Every time your lock timer runs out, re-lock immediately - especially if you own Legendary pets or better. I once watched a player miss the re-lock by a few seconds while staring at the conveyor. Their pet left the building before they did.
Part 3: Every pet is income and bait
Every pet has an income rate measured in dollars per second ($/s) and a purchase price. A Common Capy earns $1/s and costs $25. A Secret Brainy earns $1.5M/s and costs $250M. The entire game is about climbing that curve as fast as possible.
Your total income is simply the sum of all pets in your base. This creates the mode's central tension: every new pet makes you richer and makes your base a bigger target at the same time.
Part 4: The conveyor creates public bad decisions
The red conveyor in the center of the map is where pets are sold. Pets roll out one at a time, and buying is competitive: every time another player outbids you, the price goes up. Hesitate on a rare pet and you'll either lose it or pay double. I have seen players spend more time glaring at each other over a bid than defending the base that made the money.
Guaranteed Spawn Timers
Conveyor Guarantee Schedule
- MYTHIC pet: Guaranteed to spawn every 3 minutes
- SECRET pet: Guaranteed to spawn every 8 minutes
Pro Tip: Camp the 3-Minute and 8-Minute Marks
Serious players track these timers religiously. Position yourself near the conveyor with cash ready before the 3-minute Mythic and 8-minute Secret spawns. Being first to bid often means paying base price; being second means entering a bidding war you might not afford. Also: look home before you bid. The lobby knows where your attention went.
Part 5: The walk home is the heist
The second way to get pets is the one the mode is named after: steal them. Walk into an unlocked enemy base, grab a pet, and carry it home. It sounds easy. It isn't.
The Rules of Stealing
- You are slowed while carrying a stolen pet
- You cannot sprint - the escape is always a long walk, with an audience if you chose badly
- Your sword is taken away while stealing - you can't fight back
- The owner is alerted the moment you grab their pet
Here's the counter-play that makes it fair: if anyone hits the thief with a sword, the pet instantly returns to its original base. A successful steal isn't about grabbing - it's about surviving the walk home. The grab is impulse. The walk is evidence.
How to steal without becoming the whole lobby's hobby
- Scout first. Watch a base until the owner leaves for the conveyor or gets into a fight.
- Target the right pet. Grabbing a Common pet isn't worth the risk. Go for Legendary or better.
- Plan your escape route before you grab. Know exactly which path home has the fewest players on it. If you decide mid-walk, you have already confessed.
- Steal during chaos. The best moment is when the lobby is distracted by a Secret spawn on the conveyor.
Part 6: The Rarity Ladder - All 8 Tiers
There are 48 pets spread across 8 rarities. Each tier is exponentially more expensive - and exponentially more profitable - than the last. The ladder below is not just a shopping list; it is also a list of reasons other players will visit your base uninvited.
| Rarity | Count | Example Pets (income / price) |
|---|---|---|
| Common | 5 | Capy $1/s ($25), Penny $7/s ($100), Sheepy $11/s ($1.2K) |
| Rare | 7 | Loaf $15/s ($2K), Mittens $36/s ($5K), Finn $75/s ($9.7K) |
| Epic | 10 | Nana $75/s ($10K), Sparky $185/s ($25K), Rex $325/s ($47.5K) |
| Legendary | 7 | Cosmo $200/s ($35K), Goobler $470/s ($80K), Blaze $1.4K/s ($250K) |
| Mythic | 5 | Frosty $1.6K/s ($300K), Cinder $3.8K/s ($700K), Iris $9.8K/s ($2.3M) |
| Secret | 5 | Mini $14K/s ($3.7M), Axie $315K/s ($50M), Brainy $1.5M/s ($250M) |
| OG | 5 | Jade $6M/s ($1B), Honey $120M/s ($25B), Webby $400M/s ($400B) |
| Illegal | 4 | Darco $1B/s ($1T), Crystal turtle $100B/s ($100T), Impik $500B/s ($500T) |
Notice the pattern: within each tier, higher-priced pets have better income-to-cost ratios in the long run. Sheepy at $1.2K earning $11/s pays for itself far faster than Capy at $25 earning $1/s. Always buy the best pet you can afford rather than filling slots with cheap ones.
Part 7: Mutations make quiet bases loud
Mutations change a pet's appearance and multiply its income. A mutated pet is worth dramatically more than its base version, both in earnings and in theft value:
| Mutation | Income Multiplier |
|---|---|
| Gold | 1.25x |
| Diamond | 1.5x |
| Rainbow | 10x |
A Rainbow mutation changes the whole lobby's risk math: 10x income turns even a mid-tier pet into a money printer. A Rainbow Secret pet is the single most valuable object in the mode, and owning one means your base will be tested constantly.
Part 8: Rebirth is painful on purpose
Rebirth is the long-term progression system. When you meet the cash requirement, you can rebirth - which erases all pets in your base and resets your money, in exchange for permanent power:
- +10 seconds base lock time per rebirth
- +1 pet slot per rebirth
- Cash multiplier that grows with each rebirth (x1 at R1 up to x16 at R16)
- Higher starting cash after each reset
- Swords are kept - your weapons survive the rebirth
You can rebirth up to 16 times. The first five steps look like this:
| Rebirth | Cost | Key Benefits |
|---|---|---|
| 1 | $500K | x1 multiplier, $5K start, Iron Sword unlock |
| 2 | $1.5M | x2 multiplier, $10K start, Gold Sword unlock |
| 3 | $12.5M | x3 multiplier, $25K start, Diamond Sword unlock |
| 4 | $35M | x4 multiplier, $50K start |
| 5 | $100M | x5 multiplier, $100K start |
Later rebirths scale into the trillions (R11 costs $800B, R16 costs $200T) but the x16 cash multiplier at the top makes the whole economy move at absurd speed.
When to Rebirth
Rebirth the moment you hit the requirement - don't wait. The cash multiplier and extra slot compound over time, so every hour spent "enjoying" your current collection is an hour your rivals spend multiplying. The only exception: if you're mid-heist on a Secret pet, finish the job first. Even I am not cold enough to walk away mid-carry.
Part 9: Swords and Base Skins
Swords are your defensive tool. Hitting a thief returns the stolen pet instantly, and landing an attack plays a death animation that freezes the target until they rebuild. Better swords stun longer and reach further:
| Sword | Requirement | Price | Buffs |
|---|---|---|---|
| Wood Sword | - | Free | Basic defense |
| Iron Sword | Rebirth 1 | $50K | +0.2s stun, +0.5 reach, 1.2x knockback |
| Gold Sword | Rebirth 2 | $250K | +0.4s stun, +1 reach, 1.4x knockback |
| Diamond Sword | Rebirth 3 | $1M | +0.6s stun, +1.5 reach, 1.6x knockback |
Base skins are cosmetic but free-ish: the Default base is given to everyone, and seven more (Jail, Gold, Green, Rainbow, Pinky, Diamond, House) unlock by watching 2 ads each. Premium bases unlock through rebirth - Castle at R4, Hell at R5, and Sand at R6.
Part 10: Ten rules I would tape above the lock button
- Re-lock your base every time the timer expires. No exceptions, ever.
- Buy the best pet you can afford instead of many cheap ones - income efficiency beats slot count early.
- Camp the conveyor at 3:00 and 8:00 for guaranteed Mythic and Secret spawns.
- Never start a bidding war you can't finish. Every outbid raises the price for everyone.
- Steal only during distractions - Secret spawns, fights, or when the owner is shopping.
- Upgrade your sword before you need it. The stun duration is what stops thieves, not damage.
- Guard your best pet, not your whole base. Stand between the door and your rarest pet when threatened.
- Rebirth on cooldown. The multiplier compounds; hesitation is the most expensive mistake.
- Watch for Rainbow mutations. A 10x pet is worth reorganizing your entire defense around.
- Assume everyone is planning to rob you. In this mode, they are. Some are just waiting for better shoes.
The pet is only yours while the lock agrees
Steal A Pet rewards two very different skills: the patience to build an efficient income engine, and the nerve to rob someone else's. Track the conveyor timers, respect the lock system, rebirth without hesitation, and you'll climb from a $25 Capy to Illegal-tier wealth faster than players who only play one side of the game.
The conveyor keeps rolling whether your base is locked or not. That is the whole joke, really.
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