Thick as Thieves Game Changes from PvPvE to Co-op Stealth for $5

The new Thick as Thieves game costs $5, a change from its original PvPvE idea to a co-op stealth game.

Thick as Thieves launched on Steam this week for $5, emerging from a turbulent development cycle that saw its core design pivot from a PvPvE extraction heist title to a co-op stealth experience. Produced by OtherSide Entertainment under the creative direction of industry veterans Warren Spector and Paul Neurath, the game is currently available for purchase but displays significant friction born from its structural metamorphosis.

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Technical Performance and Scope

The software is noted for its brevity, with a campaign duration of approximately 4 hours. Despite this limited scale, critics highlight specific technical hurdles and gameplay quirks:

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MetricDetail
Pricing$5.00 USD
HardwareOptimized for Steam Deck (40 FPS, requires Visual C Redist)
Battery Life2.5 hours (OLED) / 1.5 hours (LCD)
PersistenceFeatures safe-room respawns and loot banking mechanics

Design and Mechanical Observations

While the game seeks to channel the spirit of legacy titles like Thief and Deus Ex, reviews suggest the execution remains uneven.

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  • Traversal: Players are encouraged to bypass guards through verticality or evasion rather than combat, as direct confrontation leads to swift character incapacitation.

  • AI Behavior: The guard intelligence is described as inconsistent, with instances of enemies standing after being "downed."

  • Systems: The game features reactive environmental hazards, such as floor plates and security systems, though some critics argue that the lack of deep systemic risks—such as the inability to hack devices against enemies—limits the potential for complex, emergent planning.

  • Co-op Utility: The game allows players to split up to cover ground, effectively accelerating the mission pace.

Contextual Background

The game’s current state is framed heavily by its pivot away from the PvPvE (Player vs. Player vs. Environment) model. Originally intended as a competitive multiplayer experience where thieves would sabotage one another, the final product reflects a hybrid of its original competitive architecture and a cooperative narrative structure.

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Industry observers point to the game's foundation—designed by architects of foundational stealth classics—as a point of initial interest. However, the legacy of its "extraction heist past" persists in the current build, creating a tension between its original vision and the finalized 16-contract story mode. Whether these leftover mechanics offer a meaningful challenge or merely signal a fragmented design intent remains a subject of critique.

Stealth mechanics in Thick as Thieves rely heavily on distraction items and environment management, though the mechanical depth is viewed by some as an intentional nod to older, rigid gameplay loops, while others perceive it as a lack of refinement.

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Frequently Asked Questions

Q: What is Thick as Thieves game and why did it change?
Thick as Thieves is a new game launched this week for $5. It was planned as a PvPvE extraction heist game but changed to a co-op stealth game during development. This change means players now work together instead of competing against each other and the environment.
Q: How long is the Thick as Thieves campaign and what are the technical details?
The campaign for Thick as Thieves is about 4 hours long. It costs $5 and is optimized for Steam Deck, offering around 2.5 hours of battery life on the OLED model. It also has safe-room respawns and loot banking.
Q: What are the gameplay mechanics like in Thick as Thieves?
Thick as Thieves focuses on stealth and evasion, encouraging players to avoid combat with guards. The AI can be inconsistent, and while there are environmental hazards, some critics feel the game lacks deep systemic risks. Co-op allows players to split up to finish missions faster.
Q: Why did Thick as Thieves change from PvPvE to co-op stealth?
The game's development saw a major shift from a competitive PvPvE model, where players would sabotage each other, to a cooperative narrative structure. This change reflects a hybrid of its original competitive design and the final co-op story mode, leading to some design friction.