Thick as Thieves Review
Reviews

Thick as Thieves Review

There's not a lot to it, but it’s hard to find much fault with these stealthy co-op heists.

Author

Tom Marks

Reads

N/A

Source: IGN
01Coverage

Full Story

I’m a thief, but I keep what I steal.

Posted : May 19, 2026 3:00pm UTC

We made it to the Magic Door with less than 10 seconds left. A couple of last-second run-ins with the guards that populate the Constable Guildhall took time we didn’t have, but we managed to escape – our contract completed, our mission objective fulfilled, and our pockets loaded down with the ill-gotten gains we’d liberated from the cops. Not a bad day’s work. Moments like this are when Thick as Thieves sings: sneaking out of a tough situation, figuring out a new way to get where you need to be, a last second escape with zeroes on the clock. Combine co-op play, a couple of thieves with unique toolkits, excellent level design that constantly forces you to make interesting decisions, and a surprisingly compelling story, and Thick as Thieves has enough to keep you coming back for one last job. I just wish there was more of it. (And that I could kill Hauntstables. If the Hauntstables have no enemies, I have departed this Earth.)

Thick as Thieves is set in 1910s Kilcairn, a fictional Scottish city that meets at the collision of magic and technology. You break into (get it? Do you get it?) the Thieves’ Guild by stealing the Vistara Diamond. But the diamond ain’t just a big shiny rock on a stick; it reveals nearby guards, hidden traps, and even treasures – and wilder stuff like hidden magic doors where the really good loot is kept. Uncovering the nature of the Diamond means uncovering the history of the city itself, and a prominent family who lived there, and pretty soon what started as a simple heist becomes a small part of a much bigger story that took me around 12 hours to tie the knot on.

Thick as Thieves’ setup – get in, get what you came for, get out – means there isn’t a lot of what you’d consider a traditional story. Most of it is told though text-based communiques that hand out your mission objectives or congratulate you on a job well done, and scattered notes that provide clues about the location of (or security surrounding) the things you’re there to snatch mid-mission. What’s here is compelling, but you kind of have to look for it, and a good chunk of it is especially easy to miss if you’re playing co-op – which you absolutely should be if you have a friend who wants to get grabby with other peoples’ things.

Thieving effectively means being aware of your surroundings and not getting caught, so if you’ve ever played a stealth game, you’ll be at home here. Crouching under trip wires, avoiding pressure plates, turning off rotating turrets, and avoiding magic eyes are the name of the game. Most of the time you’ll be crouched, moving slowly as you snuff out candles, turn off lamps, and try to make as little noise as possible. The actual thieving comes in the form of a cute little minigame to pick locks in order to open doors or snag treasures secured in display cases. You’ll also collect clues that lead you to each mission’s big score or its story-based contract, both of which are active at once. The former could be anything from stealing enough stuff to hit a certain monetary threshold or finding specific items, while the latter requires you to “acquire” an object that only appears if you’re on that contract. It’s best to do both, but you’re not out of luck if you only do one (preferably the contract).

Guards can be annoying, but the best part is you always have an out.

Avoiding traps is simple enough if you pay attention (or use the Diamond, which makes things much easier), but the guards themselves are another thing entirely. Their patterns are predictable, but they’re alert to most sounds and even catching a glimpse of you will cause them to investigate. You’re a thief, not a fighter, and if they catch you, they’ll tell you to stop resisting (even when you’re not) before zapping you with lightning until you’re dead. If you want them gone (and you do), your best bet is to sneak up behind them and knock them out.

If they see you first, you’re not entirely defenseless. A smoke grenade will stun them long enough for you to put them to sleep, and you can always run. Plus, completing contracts and absconding with loot will level you up, giving you access to consumable items like the Insult Fairy, which distracts guards by doing exactly what you’d think, or the Pickpocket Fairy, which does… exactly what you’d think, and is super handy when you want a guard’s key without getting near him. So yeah, guards can be annoying, but the best part is you always have an out (unless you’ve already spent it), and unless you trigger a trap that locks you in a room with one, you can always run.

And if you’re smart, you can just avoid them entirely. Each thief has four slots of usable items: one is reserved for the Diamond, two are for any combination of smoke grenades, fairies, and other useful tools, and the final is unique to that thief. Thick as Thieves has two: the Spider, which is what you start with, and the Chameleon, which you unlock. The former has a grappling hook that can allow you to pull yourself up, down, and all around, and the latter can copy the form of a guard and use it to walk around in disguise.

02Discovery

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