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Steal an Employee Employees: Named Roster, Shown Rates, and Acquisition Context

The named Steal an Employee employees observed in play, with the income figures, quality labels, auras, and source companies displayed for each — plus the steal, train, and hire flow. A roster reference, not a rarity-tier breakdown.

In Steal an Employee, every worker you can grab has a name, and the game's index tracks exactly which ones you've collected. The roster below gathers the 22 named employees seen in observed play, filling in each attribute — income rate, quality label, aura, source company — only where the game displayed it. A blank attribute was never shown, not zero. Treat this as a play-observed roster rather than the game's official full list: the in-game index is the authoritative tracker, and a few spellings below may not match the game's exact naming.

Named employees observed in Steal an Employee

Comparison

Comparison
EmployeeWhat The Game ShowedHow It Was Obtained
Dana“Make us $36 per minute” — the early-rate time unit is disputed (see rates below)First employee stolen in that playthrough
JavierNothing shownAcquired mid-playthrough
Dmitri Zavgorodny (also heard as “Dimitri”)Nothing shownStolen from Nova Corp
Owen MacNone — named only as an index entry not yet owned (“we don’t have Owen Mac”)Seen during an index check
Anya RayoDescribed as “sparkling”; about 18 seconds of trainingStolen from another player’s base
Miles“A rookie job”Hired early from the street
Greta$87 per second; first-floor hires described as rookieHired early
MinaNothing statedHired early
HugoNothing stated; first-floor rookie contextHired early
EllisNo stats shownStolen from another player
TildaNo stats shown; “Tilda” is also another player’s name in the same playthroughStolen from another player
Rosa“Skilled” training labelStolen from another player
Silus Robin$850 shown at training completionHired
RubyNo attributes shownHired, then sold
Ria ValdezNo stats shown; a “two grand per second” quote immediately follows this theft, but its attribution is ambiguousStolen as the last remaining employee
NeilDescribed as “just a normal employee”Stolen
“Sir”Name likely garbled in the narrationAcquired during the bank visit
ClaraaraDescribed as “on fire”; spelling likely garbledStolen during the bank visit
Dr. Hail“Expert” training label; roughly 1.5k per the narrationHired from Helios Orbital Systems
Marcus20 grand rateHired from Gavl and Gold (gold dealers)
Vern CastilloGolden aura; no stats — never acquiredSeen at an aura-bearing company
Jin400k per second; robot characterHired from Axiom Robotics

How employees are stolen, trained, and hired

Roadmap

  1. 1

    Steal a worker

    Approach a worker and hold E — an arrow points at the nearest worker you can grab. The game confirms the poach, and the former boss reacts angrily.

    • Check the speed gate first: one theft recommended 10,000 speed, and a higher company required 270k speed.
    • Expect losses — faster targets can outrun a too-slow thief, and other players can steal workers back.
  2. 2

    Place and train

    Set the worker down and wait for training to complete. Training time scales with the employee — one late-game hire took 7 minutes.

    • Training can be skipped with Robux (one skip cost nine Robux).
  3. 3

    Hired and earning

    When training completes, the employee is hired and starts producing money at the revealed rate.

  4. 4

    Recheck availability

    Offices are closed at night and they send everyone home, and new employees arrive on a cycle — as one line puts it, “more employees are going to come in two days,” with the day rolling over on a timer.

Companies and locations employees come from

Employees are drawn from progressively higher-tier companies, listed here roughly in the order the observed playthroughs unlocked them:

Tips

Starter offices and street workers

The earliest hires. Early street hires can be rookie jobs — Miles was picked up off the street as “a rookie job.”

Construction site

Asked about directly (“What about the construction people?”); the workers there were described as all having auras.

WinCorp

Mentioned only in a garbled line (“Excel to WinCorp”); its role in the progression is unclear.

Nova Corp Global Trade

A named steal target (“You can steal from the Nova Corp Global Trade”) — Dmitri Zavgorodny was taken here.

Helios Orbital Systems

Described as the NASA-tier office; Dr. Hail was hired here.

The bank

“Look at these dudes working at a bank” — two of the roster’s employees came from the bank visit.

Gavl and Gold

Gold dealers; Marcus, at a 20 grand rate, was hired here.

Crypto Bros

A named stop in the observed progression.

Victorian Labs

Hazmat-suited workers, referenced alongside a 120 mil requirement (“120 mil for the Victorian labs”).

Axiom Robotics

Robot employees, gated behind clearance — “three names at the back door opens.” Jin, at 400k per second, was hired here.

Income rates and quality labels the game showed

A quality label and income rate appear when an employee finishes training or is hired. Only the following values were exposed in observed play:

Data table

Employee / Hire
Dana
Value Or Label Shown
$36 per minute as narrated — the same early rate is heard as “per second” elsewhere, so the early-rate unit is currently inconsistent; check what your own first hire displays
Employee / Hire
An observed session’s first hire
Value Or Label Shown
36 bucks per second
Employee / Hire
Greta
Value Or Label Shown
$87 per second; rookie context
Employee / Hire
Rosa
Value Or Label Shown
“Skilled” training label
Employee / Hire
One of the Tilda/Ellis/Rosa hires
Value Or Label Shown
400 bucks per second
Employee / Hire
Silus Robin
Value Or Label Shown
$850 at training completion
Employee / Hire
The hire right after Ria Valdez’s theft
Value Or Label Shown
Two grand per second (attribution ambiguous — quoted immediately after the theft)
Employee / Hire
Dr. Hail
Value Or Label Shown
“Expert” label; about 1.5k per the narration
Employee / Hire
Marcus
Value Or Label Shown
20 grand
Employee / Hire
Jin
Value Or Label Shown
400k per second

The quality labels heard across play are rookie (“Everybody here is a rookie, which is a shame”), skilled, pro (“Ooh, the pro”), expert, and elite (“The only one we’re still missing is this elite one”). Nothing shown explains how a label or rate is determined. Note the boundary: these are training-quality outcomes and displayed rates — no official rarity-tier label (Common, Rare, Legendary, and so on) is documented for any named employee, so compare employees by the labels and rates the game actually displays in your index.

Aura and effect markers

Golden auras, sparkles, and fire effects show up on employees, but none of these markers has a documented mechanical meaning — the narrators only speculate. Avoid these over-reads:

Mistakes to avoid

Problem
Treating Vern Castillo’s golden aura as proof of a top employee
Fix
Only the aura is documented — he was never acquired and has no shown stats. The narrator’s prediction about him cuts off mid-sentence; it’s speculation.
Problem
Assuming the purple aura on an unnamed worker means rarity or high income
Fix
What a purple aura maps to is not documented anywhere in the observed play.
Problem
Reading Claraara’s “on fire” effect as a stat boost
Fix
The narration only uses it as a reason to grab him next; no mechanical effect is shown.
Problem
Assuming a sparkling employee is guaranteed valuable
Fix
Anya Rayo sparkled, the narrator predicted a poor result from her roughly 18-second training, and that’s what happened — a marker does not guarantee a high-value hire.
Problem
Expecting all construction-site auras to mean the same thing
Fix
Workers there were described collectively (“they all got auras on them”), but no meaning was given for any of them.

Index tracking and roster management

The index is how the game identifies and tracks your collection — and it defines what you can and can’t do with an employee once hired:

Failure reasons

Problem
Chasing a worker you already own
Fix
The game blocks it — “I already own this one.” Check your index first; each new index entry grants bonuses such as more money and more speed.
Problem
Trying to upgrade an employee after hiring
Fix
You can’t upgrade employees. Progression comes from replacing weaker hires with better ones.
Problem
Holding onto a hire you no longer want
Fix
Employees can be fired or sold — the narration shows both (“somebody here is going to get fired. You. Goodbye.” and “you’re getting sold”). Ruby was hired and then sold.
Problem
Looking for a rebirth system
Fix
There isn’t one — “Is there a rebirthing in this game? No, there’s no rebirthing.”
Problem
Losing track of which employees you’re still missing
Fix
Open the index (“Let’s see who we don’t have yet”) — one playthrough using it noted it had “found like most of the employees.”

Gaps to confirm in-game

  • Roster completeness: this list is play-observed, not the official catalogue. Updates can add, rename, or remove employees, so recheck each entry against your in-game index after every update and drop any name you can no longer see.
  • Undocumented attributes: Owen Mac (named only as an unowned index entry) and Vern Castillo (name plus golden aura) have no stats at all. Javier, Mina, Ellis, Ruby, and “Sir” never had a rate or label displayed either; Hugo and Neil carry only contextual descriptions (first-floor rookie, “just a normal employee”).
  • Uncertain spellings: “Sir,” “Claraara,” “Tilda,” and “Dmitri Zavgorodny” (also heard as “Dimitri”) may be garbled — confirm the exact spelling in your index before treating it as canonical.
  • Tilda’s entry: the name appears both as another player’s name and as an acquired employee in the same playthrough, so that employee entry — and any stat attached to it — is uncertain.
  • Early-rate unit: the $36 starting figure is heard as “per minute” and as “per second”; the values are currently inconsistent, so check the unit your own first hires display.
  • Rarity: only training-quality labels (rookie through elite) and visual markers are shown in play — no official rarity tiers attach to named employees.

The fastest next step is in-game: open your index, compare the names and shown values above against your own entries, and note anything that displays differently — that's the information this roster is built from.