$4.99Thick As Thieves Steal Something Beautiful
A first-person stealth heist game set in Kilcairn, an alternate-history 1910s Scottish city where magic and early machines collide. Slip through the shadows alone or with a partner in co-op, improvise with odd gadgets, and pull off daring thefts across a short, replayable campaign.
Is Thick As Thieves worth it?
Thick As Thieves is worth it if…
- you like patient first-person stealth with room to improvise
- you want a short, cheap co-op game for an evening with a friend
- you enjoy heists where the plan falls apart and you wing it
- you like colorful, atmospheric worlds with a steampunk streak
Screenshots
A partner in crime
Grab a friend and split the job. In online co-op, each of you plays one of two thieves with their own talents: the Spider and the Chameleon. You can work different corners of the same heist at once, watch each other's backs, and blame each other when the best-laid plan starts to unravel. It is built for short sessions: join up, run a contract, argue about who tripped the alarm, go again. The randomized guards and security mean your shared plan falls apart differently every night, which is half the fun.
The art of staying unseen
This is classic stealth, first-person and patient. You read guard patrols, slip between pools of shadow, and improvise when a plan falls apart. Every mission is an opportunity, and every opportunity can be approached creatively: sneak past, distract, or talk your way around the problem. Difficulty runs from Novice to Master Thief, and as you climb, security layouts and guard configurations shift, so the same landmark demands new routes and new nerve. Get spotted and the tension spikes fast; the game is at its best in that narrow escape.
Gadgets with personality
Your toolkit leans delightfully strange. Short-circuit a security light with Slithersap, toss a Smoke Bomb to break a guard's line of sight, or send out the Pickpocket Fairy to hit a switch across the room while you stay hidden. Six pieces of gear come with this version, and swapping loadouts between contracts changes how you approach the same job. Whether you favour stealth, distraction or plain subterfuge, the tools are there; the pleasure is chaining them into a solution nobody planned.
Welcome to Kilcairn
Kilcairn is an alternate-history 1910s Scottish city where magic and early technology have begun to collide, and it looks gorgeous doing it. The Constabulary has its secrets, so does the nobility, and the story arrives in small pieces as you work. The art direction and voice acting are strong points.
What should you know before buying?
Can you play it solo?
Yes. Co-op is there when you want a partner in crime, but nothing stops you from casing Kilcairn's landmarks on your own.
How long is the campaign?
About four hours across 16 contracts and 3 mission types, set in two large, well-guarded landmarks. Security layouts and guard placements shift with difficulty and between runs, so there is real replay value, but it is a compact game: two maps and two characters are what you get.
























