Steal an Employee Multiplayer Stealing: How to Take Workers from Other Players
How to steal an employee from another player in Steal an Employee: enter their office, hold E to grab the nearest worker, and win the speed chase to confirm the poach. Covers blocked steals, rival thieves, and the training transfer.
You can steal employees directly from other players in Steal an Employee: walk into another player's office, hold E until the grab arrow locks onto the nearest worker, take them, and outrun the angry boss. Escape clean and the game confirms the poach — the worker then trains at your office before joining your payroll.
How to steal an employee from another player
Recorded gameplay shows the full raid loop working like this:
Redeem steps
- Enter another player's office
The game lets you walk into other players' places and take workers on the spot — recorded thieves announce the raid ("Hello, good sir. Stealing your worker.") and afterwards browse around to "check out other people's places."
- Pick up a target
The on-screen prompt reads "Hold E," and "the arrow points at the nearest worker you can grab" — marking which nearby employee is currently grabbable.
- Grab the employee and run
The moment you take them, "the boss gets angry" and the chase begins — the footrace decides whether the steal lands.
- Escape to confirm the poach
A clean getaway confirms the transfer: "You poached their uh worker."
Speed and the chase decide whether the steal lands
Every recorded steal comes down to the footrace after the grab. A thief who misjudges pace loses the worker on the spot — "Oh my god, this dude is fast" ends one attempt — while a thief who is only marginally quicker gets away: "All right, we're faster than them now. At least barely, right?" The game pushes training until roughly "10,000 speed recommended," and the chases stay tense to the final step, with pursuers yelling "Don't let him go" as a target nearly closes the gap.
The chase also runs from the victim's side. The owner pursues the thief across the map — "Look, that's your boss right there. He's trying to get me," the thief tells the stolen employee — and escapes on pure pace: "But I'm too fast. Too fast for you. Not going to happen." The pattern holds throughout the footage: grab the employee, then beat the boss or the owner player in a straight race; if the chaser is faster, the steal fails.
Conditions that block or lose a steal
Checklist
- Already-owned target
The game refuses an employee that is already in your collection: "I already own this one. I already own this one. This is so unfair."
- Contested target
Another player can be mid-take on the same employee, and rival grabs are decided in the moment: "Oh no, somebody's already taking his employee as well."
- Kicked out mid-raid
An owner can eject you from their place while your attempt is underway: "You kidding me? Did they just kick me out?"
- Unexplained refusal
A recorded attempt fails outright with "Okay, I can't steal from you" — yet the same player notes "I could steal your last worker, though." The footage never explains the rule behind this, so treat it as observed behavior rather than a defined protection.
These observations don't add up to a stated protection rule — recorded play ranges from a flat refusal to rosters stripped nearly bare in a single visit — so check what a specific target allows before committing to a raid rather than assuming any given employee is safe or free to take.
The competitive loop: rivals steal back and contest the same targets
Stealing runs in both directions, and the rivalry is direct. A raider can gut a rival's entire roster in one visit — "You are not going to have a single person working for you. They are all mine. Every single one of these are going to be mine." — sometimes only realizing whose staff they just took ("Oh, were these yours, Owen? Were these yours?"). Victims answer in kind: they complain ("Stop taking my people. Like, what is wrong with you?"), chase the thief to protect what is left ("Don't you dare take them. I'm coming for you, bro."), and beg a repeat offender to pick a different target ("Bro, could you please stop taking Helios? What is wrong with you?"). Players also race each other to the same employees — "I got to steal this guy quickly before he steals them" — and a rival moving in on someone's final worker draws the sharpest reaction of all: "Don't take the last employee."
What happens to the employee after a successful steal
A confirmed poach is not instant income. The employee is carried back, placed at a desk in your office, and put into a training countdown — "Wait for your training to complete." — before going on payroll and adding to your earnings. Training does not have to be waited out: recorded play shows a "Skip training" prompt the player declines, plus a paid bypass — "Here, take my nine Robux, okay? I need you to get trained immediately." Once training is done, the employee equips and earns like any other hire, and as the new owner you can later replace or fire a stolen worker like anyone else on staff.
Rules to recheck after updates
The mechanics above are drawn from gameplay recordings rather than official game documentation, and Steal an Employee ships update-tagged versions ([💸UPD] on its Roblox page), so poach, chase, and protection rules can shift after balance updates — recheck the steps and the 10,000-speed benchmark in game after a patch. Recorded play also notes that offices close at night and send everyone home in the context of raiding company offices; whether that closing pauses stealing from player-owned offices is not established.
