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Thick as Thieves

Megabit Publishing • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Satisfying to completePerfect for a weekend
Thick as Thieves cover art

Thick as Thieves

Megabit Publishing • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5

Satisfying to completePerfect for a weekend

Is Thick as Thieves Worth It?

Yes, if you want a cheap, compact stealth fix and know exactly what it is. Thick as Thieves is easy to recommend at full price for players who miss shadowy sneaking, readable guard patrols, and the simple pleasure of grabbing loot and barely escaping. Its best trick is density: in a few evenings you can see the whole launch campaign, learn both maps, and decide whether the loop has enough spark to revisit. You do not need a huge time budget, and the low price softens the rough edges. The catch is that this is not a big open-ended stealth feast. The content runs out quickly, the two maps repeat, and the leftover timer-driven structure can feel awkward if you want slow, patient solo stealth. Buy it now if a short weekend stealth snack sounds great and you can usually protect uninterrupted hour-long sessions. Wait for a sale only if you are extremely value-sensitive. Skip it if you want deep world-building, lots of maps, or a pause-friendly game you can safely drop the second life interrupts.

What is Thick as Thieves like?

Opinions of Thick as Thieves

What Players Love

  • Players Love

    Compact stealth heists capture an old-school sneaking thrill

    Players often praise the clear light-and-shadow stealth, alternate routes, and satisfying loop of sneaking in, grabbing valuables, and escaping with a narrow win.

  • Players Love

    Low price makes the short package easier to embrace

    Many positive reviews say the low cost makes the rough edges easier to forgive, especially if you treat it as a short stealth snack instead of a big purchase.

Common Concerns

  • Common Concern

    Launch content runs out fast and repetition sets in

    The biggest complaint is simple: two maps and a brief campaign work for a weekend, but many players say the repetition arrives before the systems fully blossom.

  • Common Concern

    Timers and no-pause design clash with stealth patience

    Timed extractions, no pause in solo, and odd respawn rules often frustrate players who want slower, more patient sneaking with room to stop and think.

Divisive Aspects

  • Divisive

    Co-op adds fun, but not everyone finds it essential

    A friend can make recoveries funnier and runs smoother, but many players say co-op feels helpful rather than truly game-changing or deeply team-driven.

What does Thick as Thieves demand from you?

Time

LOW

Time

The whole package is short and mission-based, but each run wants uninterrupted time because solo play has no pause and no mid-heist saving.

LOW

Thick as Thieves is short overall but picky about when you play it. A satisfying run usually fits into about 45 to 70 minutes, and the contract-to-hub structure gives you clean stopping points between missions. That makes the campaign easy to chip away at over a few evenings. Most players will feel they have seen the main base-game pitch in about 4 to 8 hours, with a little extra time if they try harder difficulties or bring a friend. In exchange for that light overall commitment, you get a game that respects your calendar better than your interruptions. That last part matters. Once a mission starts, the lack of pause and mid-run saving makes real-life breaks expensive. A doorbell, a child, or a work message can ruin a clean heist faster than the short total playtime suggests. The upside is that coming back days later is easy because there are only a few maps, clear goals, and simple progression. Solo works well and feels like the default. Co-op is a bonus, not an obligation.

Tips
  • Start a mission only if you can protect 45 to 60 minutes of real attention; the no-pause rule matters more than the short campaign.
  • Use the guild hub as your stopping point instead of squeezing in one more contract; the clean break keeps the game breezy.
  • After a week away, replay an easier contract first to rebuild route memory before pushing higher difficulty or co-op coordination.

Focus

MODERATE

Focus

You spend each heist reading patrols and sightlines, then improvising during short bursts of chaos when a careful plan suddenly turns into a frantic escape.

MODERATE

Thick as Thieves asks for steady screen attention more than fast hands. Most of a run is spent reading patrol routes, light levels, rooftops, sightlines, and your own escape options. That means it rewards calm observation and short-term planning, then suddenly flips into on-the-fly problem solving when a guard spots you or the extraction clock starts to bite. In exchange for that attention, it delivers the fun of a clean burglary: slipping past danger because you noticed one small opening, not because you mashed buttons faster. The good news is that the systems stay readable. You are not juggling a huge skill bar, deep economy, or dense story choices. The harder part is that you cannot really half-watch TV or step away mid-run. No pause, moving patrols, and time pressure make missions poor fits for distracted play. Think of it like a focused hour in a small stealth playground: clear, compact, and satisfying when you are locked in, but not something to treat as background entertainment.

Tips
  • Spend your first minute watching a full patrol loop before moving; one calm read of the room prevents most sloppy detections.
  • Use rooftops and alternate entries early, even if they seem slower; the safer route usually saves more time than a rushed shortcut.
  • Tag likely escape paths mentally as you scout; late-mission panic drops fast when you already know your backup exit.

Challenge

MODERATE

Challenge

The basics click within a few runs, but cleaner routes, smarter tool use, and higher difficulties give stealth fans enough room to improve.

MODERATE

This is easier to understand than it first looks. Within a few runs, most players will grasp the basic rhythm: scout, pick a route, watch patrols, grab the objective, bank what you can, and get out. The game does not bury you in obscure rules, and early difficulty levels give you room to learn without constant hard failure. In exchange for that approachable start, it offers a bit more depth once you raise the difficulty and start experimenting with different tools, routes, and recovery plans. The main learning is practical, not academic. You are building map memory, learning how security reacts, and figuring out when patience beats greed. Because the launch version is compact, the ceiling is lower than in a much bigger open-ended stealth game, but that also keeps the learning commitment reasonable. If you enjoy getting cleaner and smarter over several evenings, there is enough here to feel growth. If you want either instant autopilot or a massive long-term craft, this lands in the middle.

Tips
  • Run early contracts twice on purpose: first to learn routes, second to test a different loadout and see how spaces change.
  • Raise difficulty only after you know extraction paths; harder security feels fairer when the map itself is already familiar.
  • Treat getting spotted as information, not disaster; nearby respawns make messy practice runs part of learning.

Intensity

MODERATE

Intensity

Most runs simmer with stealth tension, then spike during alarms and extraction, creating exciting pressure without becoming truly punishing or horror-level exhausting.

MODERATE

The emotional tone sits in a sweet spot between calm sneaking and real pressure. For most of a heist, the stress comes from being watched, waiting for patrol gaps, and deciding whether extra loot is worth the risk. When alarms trigger or the escape phase begins, that pressure jumps fast. The game turns a careful burglary into a messy getaway, and that shift is where its best stories come from. In exchange for those nerves, you get frequent little triumphs: escaping with a full bag after a plan almost collapsed feels great. This is not horror-game panic, and it is not a brutal punishment machine. Nearby respawns and stash banking keep mistakes from wiping out an entire evening. Still, it can create the wrong kind of stress if you dislike timers or hate losing momentum after being spotted. It plays best when you want alert, sneaky tension for an hour, not when you want something cozy, sleepy, or endlessly patient.

Tips
  • Bank loot at the stash before chasing side valuables; it turns a bad alarm from a full setback into a manageable annoyance.
  • If the timer starts feeling tight, stop improvising for extra treasure and commit to extraction; greedy endings cause most stressful failures.
  • Play when you have a solid uninterrupted hour; forced breaks create more frustration than the guards do.

Frequently Asked Questions

Thick as Thieves is medium overall, leaning easier at first and a bit trickier once you push higher difficulties. It is not hard to understand. Most players will learn the basics of sneaking, reading patrols, and grabbing objectives within a couple of runs. The tougher part is staying clean under pressure when timers tighten, guards shift routes, and a quiet burglary suddenly turns into a hurried escape. Compared with big stealth sandboxes, it is less overwhelming than games with huge toolsets and less punishing than older harsh stealth classics. It also is not an action game that demands lightning reflexes. What it wants from you is patience, map reading, and the judgment to know when to stop looting and leave. Nearby respawns help, so failure usually wastes momentum rather than erasing huge progress. If you hate being timed or want to pause and think, it may feel harder than the raw mechanics suggest. If you already enjoy Hitman-style sneaking, you will likely find it approachable rather than intimidating.

Expect about 4 to 5 hours to clear the launch campaign once, around 6 to 8 hours to feel you fully sampled the base game, and 10+ if you replay harder difficulties or bring a co-op partner. This is a short game by design. Most people will finish it over a few evenings, not over a month. A typical session lasts about 45 to 70 minutes: pick a contract, run the heist, return to the guild hub, sell loot, and check unlocks. That mission-based structure makes it easy to stop between contracts. The catch is inside a mission. There is no pause in solo play and no mid-heist save, so each run asks for a protected block of time even though the overall package is brief. Coming back after a week away is easy because there are only two main maps and the objectives stay clear. If you want a stealth game you can finish quickly and maybe revisit now and then, the time ask is light. If you want a long, rich campaign, this ends fast.

Thick as Thieves is moderately stressful in a good stealth-game way, not in a horror-game or brutally punishing way. Most of the tension comes from watching patrols, staying in shadow, and knowing that one impatient move can turn a smooth run into a scramble. The final stretch of a mission is usually the hottest part, because extraction timers and alarms push you to move faster than you want. The good stress is easy to understand: you feel clever when a risky route works, and escaping after a near-disaster can be the best part of the night. The bad stress mostly comes from the no-pause design. If real life interrupts you, the mission keeps going, and that can feel worse than getting caught by a guard. Nearby respawns and stash banking keep mistakes from being crushing, so it rarely becomes soul-draining. Play it when you want focused sneaking and can give it a clean uninterrupted hour. Skip it for sleepy late-night play, multitasking, or cozy downtime.

Yes. Thick as Thieves is absolutely playable solo, and solo feels like the default way most people will experience it. The core loop works fine alone: pick a contract, study patrols, choose a route, steal what you can, and extract. You are not missing a hidden endgame or a required team system. The full launch campaign can be completed solo, and the stealth design makes sense without a partner talking in your ear. That said, co-op does add something. A second player can scout, distract guards, cover an escape, or simply turn a messy mistake into a funny recovery story. It often makes runs smoother and sometimes more memorable. What it does not do is transform the game into a deeply coordinated tactics experience with huge role separation. Think of co-op as a bonus flavor, not the true version of the game. If you prefer sneaking at your own pace, solo is a perfectly good way to play. Just remember that solo still has no pause, so it is more soloable than it is interruption-friendly.

No. Thick as Thieves is a straight premium purchase, and there is no sign of pay-to-win design in the released base game. You buy the game once and play the same core contracts, maps, tools, and progression everyone else gets. There are no paid power boosts, paid gear advantages, or live-service shortcuts that let someone buy a better run. That matters here because the game already has a light scope. Its value question is about how much content is in the package, not whether the package is trying to squeeze you after the sale. At its low price, the trade is simple: short stealth experience in exchange for a small upfront cost. The developer has talked about possible future content, but there is no preset season-pass treadmill or store-driven pressure in the current version. If you bounce off the game, it will be because the maps repeat or the timer structure annoys you, not because the monetization feels manipulative. For anyone wary of modern cash-shop design, this is one of the cleaner cases: pay once, play the whole thing.

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