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

Megabit Publishing • 2026 • Xbox Series X|S, PC (Microsoft Windows), PlayStation 5
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.
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.
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.
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.
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.
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.
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.
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.
The basics click within a few runs, but cleaner routes, smarter tool use, and higher difficulties give stealth fans enough room to improve.
Most runs simmer with stealth tension, then spike during alarms and extraction, creating exciting pressure without becoming truly punishing or horror-level exhausting.
Games with a similar rhythm and feel, even if they look different