In a world overflowing with AAA blockbusters that demand a lot of both your time and money, Thick As Thieves arrives like that charming pickpocket at a fancy dinner party: unassuming, a bit cheeky, and surprisingly effective at lifting your wallet while you’re distracted by the bagpipes. We at Pure Dead Gaming often champion the short game, and that is certainly what has been delivered here.
Developed by OtherSide Entertainment (with Warren Spector’s fingerprints still visible from the Thief days) and published by Megabit, Thick As Thieves is a first-person stealth heist game set in an alternate 1910s Kilcairn, Scotland. Think Dishonored meets a low-budget Payday, but with fewer explosions and more polite knocking out of constables. The game has launched at a ridiculously cheap £5 price point, which immediately sets expectations: this is more of an appetizer than a full banquet.

You play a fresh recruit to the local Thieves Guild. Your initiation involves swiping a magical diamond, which naturally kicks off a light story involving ancient powers and guild intrigue. The narrative is delivered mostly through notes, motion-comic cutscenes, and the occasional voiced conversation. It’s charming enough, but don’t expect Shakespeare in tartan. The real draw is the heisting.
The game revolves around two main locations: the sprawling Elway Manor and a Constable Guildhall bristling with guards, turrets, and the occasional supernatural ghost. Each run gives you a primary objective (steal X value of loot or specific artifacts) and a secondary story objective. Complete the first and you can extract; the second is optional but rewarding. Levels are dense and vertically layered, with bookshelves groaning under valuables, hidden safes, and environmental clues that feel genuinely satisfying to follow.

Stealth here is simplified but functional. Crouch to move silently, blow out candles, knock out guards with your blackjack, and use gadgets. The toolset shines with personality: smoke bombs for escapes, a grappling hook for rooftop shenanigans, goo balls for… whatever goo does, and my personal favourite, mischievous fairies that can insult guards or swipe keys from a distance. It’s like having tiny, winged hooligans on your payroll. There’s even bagpipe music to distract spectral enemies, because of course there is.
The humor often comes from the game’s forgiving nature. Guards are remarkably chill. Spot an open display case? They’ll shrug. Find their mate unconscious on the floor? Just wake him up and carry on with their tea break. It makes for approachable gameplay, especially for newcomers, but veterans might occasionally feel like they’re robbing a retirement home rather than Fort Knox. Higher difficulties crank up enemy numbers and damage, forcing smarter play, though the core systems remain straightforward.

Co-op is where the game finds its groove. The level design is such that doubling up always feels natural. One distracts the guards while the other loots the upper floors for example. Solo play works fine too, but you’ll miss the banter and backup when things inevitably go sideways. The respawn system is forgiving (popping you back in a nearby bathroom or closet, minus your loot) and you do have a once per run stash point that let you bank your haul.
Visually, Kilcairn has style. Gas lamps, Victorian architecture mixed with light steampunk and magical elements create an atmospheric world that feels lived-in. In the graphics department, Thick As Thieves gave me Dishonored and Thief vibes, with a more cartoonish aesthetic. Lighting and shadows are strong, though some low-res character shadows and occasional jank remind you this isn’t a full priced production. Performance was solid on my mid range PC. I did hear from friends that it also runs well on Steam Deck, but I am unable to verify that personally.

Sound design focuses on the essentials: crunchy footsteps, clinking loot, and tense ambient tracks. Voice acting is decent but limited, with guards repeating a small pool of lines. The occasional bagpipe sting adds local flavor and a smile.
At around 4-5 hours for the campaign, Thick As Thieves feels like a proof-of-concept rather than a complete package. Only two maps mean repetition sets in if you chase all the optional challenges and unlocks. The developers have promised more content, but right now it’s a bite-sized experience that leaves you wanting a bigger heist. What we have here though, is the basis for a really great stealth experience and I really hope the game is able to reach its full potential.
-Lee

