Thick As Thieves on Steam - User reviews, Price & Information

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Thick as Thieves is a stealth-action heist game, playable solo or with a partner in crime in co-op multiplayer. Master the art of thievery through cunning gameplay across a 4-hour campaign in this dynamic new take on stealth.

Thick As Thieves is a stealth, immersive sim and heist game developed by OtherSide Entertainment and published by Megabit Publishing.
Released on May 20th 2026 is available only on Windows in 8 languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese and Traditional Chinese.

It has received 1,124 reviews of which 801 were positive and 323 were negative resulting in a rating of 6.9 out of 10. 😐

The game is currently priced at 3.99€ on Steam with a 20% discount, but you can find it for 1.14€ on Gamivo.


The Steam community has classified Thick As Thieves into these genres:

Media & Screenshots

Get an in-depth look at Thick As Thieves through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel(R) Core(TM) i5-4570 CPU @ 3.2GHz
  • Memory: 12 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 6GB+ (or equivalent)
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
  • Additional Notes: Requires SSD

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

12 hours played
June 2026
(This is not a recommended or not recommended review, since it’s still a long way down for Thick As Thieves to be considered good by most stealth fans, I’m just trying to share my end-game experience here.) It took me 8 hours to finish all available contracts in Thick As Thieves (let's call it an early access) and get enough XP to unlock Master Thief difficulty. I cleared two missions on Master Thief so far ([url=https://www.youtube.com/watch?v=wYzMOh3dEIk]10 minutes of my gameplay footage on master thief difficulty ), and it was genuinely a fun and intense experience that the original Thief on Expert did not provide: no savescumming and chilling exploration, just taffing around efficiently and making risky moment-to-moment decisions (I won't waste time here explaining how the original Thiefs beat Thick As Thieves in many other aspects). For the low entry price of $5 and 10 hours worth of gameplay, I would say TaT is good enough and has potential, though its target audience is not taffers who want to immerse themselves in the world and explore at their own pace. During the campaign, approximately each map was played 8 times with different objectives each time, so there's repetitiveness in it and efficiency is the key. I'm sure many taffers would hate the 30 to 45-minute time limits and the 8-minute timer that automatically starts when you finish the main objective. I don't mind it personally, Thief, Dishonored, Gloomwood, Filcher, Thick As Thieves all provide different experiences to me. I'm also looking forward to Noirmancer. I know the game director reads reviews, so here's what you need to do in my opinion: - Settings: add key rebinding , FOV setting , resolution scaling , motion blur , FPS limit , mouse sensitivity setting , anti-aliasing (the pink vision cones of the magic eye balls especially need it); replace some fonts that are too small / thin; replace the ugly button prompts - Messaging: let players know that finishing the mission objective before any contract objective will start the countdown (it seems that if the contract objective has a few items, finishing the primary one also starts the countdown, in my case, the boots); remake the tutorial, it's one of the most basic and linear tutorials and does a massive disservice to the game - Design: get rid of the ability to relock doors and turn on turrets, it serves no purpose after the PvE pivot; sometimes guards see too well or too far or through props (as a side effect, making the light gem useless); objective indicator on the compass and enemy direction indicator could use some improvements; clues and notes could have some more variety instead of "west wing on second floor", "in captain's office", "the horse painting opens the safe"; improve worldbuilding and quest design, which are lackluster overall at the moment, and contracts are like "go there and investigate" and then "oh no, what you investigated had no use to us, go to another place"; dying at the extraction exit is pretty awkward because you can't recover all the loot easily - Other: get rid of the misleading marketing (Paul Neurath had the initial concepts, Warren Spector is only consulting)
12 hours played
May 2026
I always loved the idea of stealth games, but it didn't matter whether I was playing Dishonored, Styx, or even the original Thief—I always felt like something was missing. These games often lacked a sense of urgency and stakes that would drive me to make interesting, on-the-fly decisions. It was usually too easy to simply crouch in the shadows and slip past enemies at the right moment rather than take risks and interact with the environment in creative ways. Even when I made a mistake, I could always reload a manual save without much trouble.I felt that the core experience of these games needed additional systems and rules to reach their full potential. This is exactly what Thick as Thieves brings to the table. The game has everything people love about the genre and all the things you would expect from Warren Spector, one of the creators of the original Thief and Deus Ex: expansive levels with complex, multi-level layouts; a moody atmosphere reminiscent of what we've already seen in Thief and Dishonored; fun abilities to experiment with; and subtle environmental storytelling conveyed through the world itself and the occasional note. This time, however, the presentation is a bit more colorful and lighthearted. The guards and character designs are cartoonish and expressive, while still retaining the painterly look that I loved about Dishonored. The art style overall is excellent. It also has all the gameplay elements that you would expect. You have security systems, cameras, and turrets, all of which make hiding in the shadows much harder and add a welcome sense of urgency to stealth. At the same time, you never feel constantly threatened. The enemies aren't particularly aggressive and generally give you room to recover from mistakes. As a result, the game still preserves that classic stealth-game feeling of quietly observing your surroundings and planning your next move from the shadows, while still making risks more lucrative then any other game I played. The main innovation here is that the game randomizes itself each time you boot up a mission so you never feel like you can just memorize the level and its objectives. Having a fixed time limit to complete the objectives is another welcome addition, especially the strict seven-minute timer that starts once you've collected all of the quest items and have to make a desperate dash for the exit. This final stretch can be incredibly tense, as a single mistake may result in the failure of the entire mission. The real standouts here are the Hauntables, which are a fantastic addition. We finally have an enemy type in a Thief-style game that can follow you into hiding places and can't be permanently taken out. They create a constant sense of tension that I absolutely loved. That said, I think they could be a bit more unpredictable. At the moment, they behave much like the regular constables, except they can pass through walls. I would have liked to see more randomness in their behavior. For example, they could patrol the entire map dynamically rather than following fixed routes like the normal constables. Alternatively, that concept could be introduced as an entirely new enemy type. The one major gripe I have is the multiplayer aspect. It feels pretty tacked on as of now. I don't really see what are the benefits of approaching a level with a partner add to the core experience. Sure it's fun to share the task of information gathering I think the truly interesting experience here would be one player taking up the role of the thief and the other taking up the role of a guard protecting the treasure. Maybe even a team of thiefs and a team of guards going up against each other. As of now I don't really see co-op adding too much to the core experience except making it easier. So, the game is great, but at the moment it still feels unfinished, with only two maps and two characters to play as. It needs additional maps, abilities, and perhaps a greater emphasis on storytelling to truly bring its world to life and give it the longevity it deserves.
10 hours played
May 2026
There are a lot of problems with this game at the moment. You can absolutely feel that this started life as a PvPvE game (one which I never would have touched), and many of the features don't make sense in its current solo and co-op only context. You can relock cabinets, doors, etc., but there's no reason to do so. You leave a footprint trail behind as you move, which is a cool visual, but doesn't actually matter to gameplay at all since there's no other players hunting you. Elements of the world design don't make sense, like why the currently functional manor (the second map) has a large crashed chandelier in one of the rooms, etc., details that feel like they would have fit better in a PVP map. The second character you can unlock, Chameleon, who can disguise himself as other NPCs, is severely underpowered compared to the default character, who instead has a grappling hook, because the disguise only works briefly, slows your movement down, and doesn't fool turrets and surveillance cameras, only guards. He feels like a remnant from when your goal would have been to fool other players into thinking you were an NPC, like the old Assassin's Creed: Brotherhood multiplayer mode. Plus, there's the widespread criticism (which I agree with) that the game doesn't (at launch) allow you to rebind the controls, or change your FOV, features that should be ubiquitous in modern games. It feels like a relatively content-light early access game, though it technically isn't being marketed/listed as one. ALL OF THAT SAID: The game is $5, which goes a long way toward excusing problems. Thick as Thieves, as it exists now, is a fun game. I've played quite a bit of it solo, and co-op, and it's fun both ways. This game needs work, it needs more content, it needs balance passes, better enemy AI, more enemy variety (even if only visually, just multiple models for the guards and ghosts even if they all behaved the same would go a long way), more ways to interact with your co-op partner, more gadgets, and so on, but this has a very low barrier to entry, and it is pretty fun both solo and co-op. There isn't another game quite like this, in this Thief/Dishonored vein playable co-op out there, and that alone makes it worth the price of admission to check out. I hope this game is successful enough to get more support, because they DO have a solid foundation here which could be refined into something great, but I can't review the hypothetical product I hope exists one day, only the one that currently exists. As it exists now, for $5, do I recommend this game? Yes, I do. I will buy more mission packs if they continue updating the game, but even if no more of this game ever happens, I feel perfectly satisfied with my purchase (and I actually bought it twice, once for myself and once for my co-op buddy). Know what you're getting, understand that you're getting a flawed and messy product, and like an early access game don't buy it for the promise of what it might be one day but for what it actually is now, and I think you'll have a good time.
2 hours played
May 2026
For 5 bucks this is a pretty good starting out point for this game. I hope it gets more support over time but from the first mission I've played with a friend we had a great time. The weird part is this game is missing a lot of options? Like theres no brightness settings, fov, key rebinding. So maybe wait until they patch that stuff in but otherwise I'd recommend it for 5 bucks hell yeah.
1 hours played
May 2026
So far first impressions are good with good map design and mechanics (I like how the grappling hook has to be cranked to use it again so you can't abuse it). I think the time limit is a little strict when it comes to the starter difficulties (you unlock more by playing more). Maybe have a longer timer on Novice then shorten it with higher difficulties? Otherwise moving guard bodies would be nice and... that's all my notes from the short time. Also the controls can't be rebinded (I'm sure they'll patch it in... hopefully) and the mouse sensitivity on the lowest setting is still too high for me with my mouse set to 800 DPI. I see the potential and I don't write a lot of reviews but as a massive fan of Thief and stealth games in general I wanted to give positive and constructive feedback to the devs.

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Frequently Asked Questions

Thick As Thieves is currently priced at 3.99€ on Steam.

Yes, Thick As Thieves is currently available at a 20% discount. You can purchase it for 3.99€ on Steam.

Yes, Thick As Thieves received 801 positive votes out of a total of 1,124 achieving a rating of 6.87.
😐

Thick As Thieves was developed by OtherSide Entertainment and published by Megabit Publishing.

Yes, Thick As Thieves is playable and fully supported on Windows.

No, Thick As Thieves is not playable on MacOS.

No, Thick As Thieves is not playable on Linux.

Thick As Thieves offers both single-player and multi-player modes.

Thick As Thieves includes Co-op mode where you can team up with friends.

No, Thick As Thieves does not currently offer any DLC.

No, Thick As Thieves does not support mods via Steam Workshop.

No, Thick As Thieves does not support Steam Remote Play.

Yes, Thick As Thieves is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Thick As Thieves.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 28 June 2026 01:13
SteamSpy data 06 July 2026 09:40
Steam price 06 July 2026 13:00
Steam reviews 03 July 2026 23:59

If you'd like to dive deeper into the details about Thick As Thieves, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Thick As Thieves
  • SteamCharts - Analysis of Thick As Thieves concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Thick As Thieves compatibility
Thick As Thieves
Rating
6.9
801
323
Game modes
Multiplayer
Features
Online players
63
Developer
OtherSide Entertainment
Publisher
Megabit Publishing
Release 20 May 2026
Platforms
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