Thick As Thieves Impressions – No Hoard Left Behind
Extra fun in co-op!
It’s been a while since Arkane graced us with Dishonored 2, and even longer since the last mainline Thief title, so when I heard that Warren Spector was making a new first-person stealth game, I was immediately interested. Now that I’ve spent a good amount of time playing the introductory campaign of Thick As Thieves, I’m happy to report that it’s a fun stealth title that’s even better in co-op. Here are my impressions of the launch build.
A Heist Best Shared
A few things to get out of the way first. Thick As Thieves launches with 16 missions that take roughly four hours to complete. It’s only $5 and comes with co-op support, following a major design revision from its previous PvPvE format. There are two maps that you’ll revisit throughout the 16 missions, looting a variety of trinkets, valuable documents, and treasures while sneaking past all manner of enemies, traps, and magical security tech. The developers also plan to take feedback into account and add more content as development continues.
During each mission, you’ll have a few set objectives to complete, and you’ll uncover hints and learn more about their locations as you explore the fairly detailed and complex maps. Guards patrol nearly every hallway, and various magical and steampunk devices keep an eye on you. Mechanically, it’s not exactly breaking new ground here. It’s pretty standard stealth fare, and if you’ve played any first-person stealth game, you’ll have no problem staying out of sight, taking down guards, and planning your route.


The real fun comes from the time limit and the unpredictability of co-op. Just having another player with you messing up, getting spotted, rushing to the escape door, or pinging things along the way elevates what would otherwise be a fairly quiet stealth experience. I also love how the game constantly tempts you to grab one more piece of valuable down to the last second. Improvisation is key when things go wrong, especially once the timer kicks in and you’re surrounded.
It’s like being on a heist together in a Dishonored 2 style map, and I’m glad the developers decided to turn this into a cooperative adventure instead of a competitive experience. Staying hidden, being aware of traps, and avoiding exposure are essential since there isn’t really any direct combat to speak of. All your tools feel designed around maintaining stealth or improving maneuverability.
I’m also glad the developers opted for a stylized art direction, as it allows individual elements of the world to remain readable while still feeling expressive. Kilcairn feels like a living, breathing space with its own unique quirks, and everything from the enemy designs and traps to the furniture feels well-realized.
There are a few things I think need improvement, however. Enemy AI is simply too easy to manipulate. Guards follow simple patrol routes, and getting behind them for a takedown rarely feels challenging. It ends up feeling a bit underwhelming. Yes, increasing the difficulty does mix things up a bit, but a bit more randomness could go a long way. I also think the end mission timer can feel overly strict, and I’d like to see an option to view it during gameplay, even if it’s presented diegetically and doesn’t pause the game world.
As someone who’s practically starved for this kind of gameplay, I think the pricing model is pretty interesting. You get in for $5, see the potential, and enjoy a solid batch of missions with varying objectives and randomized encounters. If you end up liking it enough, you’ll probably be more willing to spend extra on additional content later on. Thick As Thieves launches later today on Steam.