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It's my own fault for thinking Warren Spector's new multiplayer stealth game adding singleplayer would make it the Thief successor I was hoping for

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My first few hours in Thick as Thieves were a good time. It's a first-person stealth game with lean buttons and maps that look like they were hand-drawn by someone named "Fingers" who sold them to you from out of his overcoat. The setting mixes technology and magic, reinforced by guards with Scottish accents muttering about whether a given light is electric or fey. The map of Elway Manor's basement has a whole area that's just labeled with a question mark.

I clambered onto rooftops and through vents in the traditional style, being impressed that guards noticed when I snuffed out candles or left doors open. The first impression it gave was very much of an old school stealth game with a handful of new ideas—like ghost guards who glide through walls and into the sky on their patrol paths so you're never quite sure if you're safe. Helpfully, they still cough like living guards to let you know they're nearby.

Ignoring the friends list in your thieves den (used for starting co-op games) made Thick as Thieves almost feel like the new Thief game I wanted it to be. Hell, the electrogram you get contracts through is even set to 0451, the door code to get into Looking Glass Studios that became an easter egg in basically every immersive sim.

At first, I wasn't fussed that there are only two maps. The police station and Elway Manor are both multi-level buildings with multiple entrance points, and the second time I returned to them with new objectives I found different areas and approached problems from different angles. I upgraded to get a pickpocket fairy that can grab keys and flip switches at a distance, and an insult fairy that distracts guards. Like returning to Sapienza in Hitman, I enjoyed a growing sense of mastery over the space.

The worm in my gut turned thanks to the time limits. You've usually got 45 minutes (sometimes 30) before the magic door you need to find to escape appears, and then you've got eight minutes to get to wherever it's randomly popped up this time and get out before you fail the mission.

(Image credit: Megabit)

The intent is clear. Thick as Thieves wants to be a pacey stealth game rather than a methodical one—no manual saves here—and if I had infinite time I'd rinse these maps on my first visit and be less forgiving about the campaign just being a string of reasons to return to the same two buildings. The time limit also makes sense in co-op, where your buddy will want to know if he's got time to squeeze in one more level before putting the kids to bed.

But that eight-minute timer also begins when you complete any objective. If you've got a mission to steal three specific items in a level, the countdown begins when you pick up any of them. The first time that happened I didn't even know where the other two things I needed were, and only found one before booking it. When I returned to get the last, my objectives told me I needed to find all three again. Which I did, feeling a lot less inspired to creatively find alternate solutions this time—only to have the random magic escape door appear somewhere I couldn't reach.

I'm not sure if it was a bug or if there was an area I hadn't found behind a secret door, but that hand-drawn map I found delightfully vague at first was pointing me to an area on the far side of an exterior wall three storeys up, which I had no way of getting to. And when my time ran out, the thought of a third trip in a row back to Elway Manor really didn't appeal.

At some point in development, Thick as Thieves pivoted from being a PvPvE game to a singleplayer/co-op one, and I can only assume that change is how we ended up with an immersive sim that doesn't let you rebind keys and only has two maps. Otherside is calling it the first chapter of the game, but I wish they'd called it early access, because that's what it feels like.

On the other hand, it is only $5, and if the timer waited until you completed every step of your contract I'd probably be playing it still. At that price I might even have picked up a copy for a friend to drag them through a co-op session, though in its current state I'm not sure they'd thank me.



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Jagmas
1 hour ago
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Round Rock, Texas
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The Mandalorian theme is the greatest Star Wars music not by John Williams

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Thanks to the legendary composer John Williams, Star Wars has an extremely distinctive musical signature. More than that, for generations of moviegoers, the Star Wars sound defines movie music. Brassy orchestral fanfares; sweeping, romantic strings; twinkling glissandos on a harp or celeste, evoking the starry depth of the cosmos. Williams scored all nine Skywalker saga films, and his sound has been carefully imitated by other composers working on Star Wars projects big and small.



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Jagmas
3 hours ago
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Round Rock, Texas
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Who Is Ella Bleu Travolta? Learn More About John Travolta's Daughter

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John Travolta, Ella Bleu TravoltaFor John Travolta, fatherhood is the word.  In fact, the Grease star recently spent a few summer nights—or rather spring afternoons—attending the 2026 Cannes Film Festival with his daughter Ella...
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Jagmas
5 hours ago
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Round Rock, Texas
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EMPULSE Announced by Splitgate Developer – 6v6 Movement-Based Shooter Enters Early Access in 2026

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Another rumor has hit the mark, this time relating to 1047 Games of Splitgate infamy, which has announced its next project: EMPULSE. Touted as a 6v6 movement-based first-person shooter, it’s coming to Xbox Series X/S, PS5, and PC with early access starting in 2026.

Of course, the big hook is that it’s inspired by Respawn Entertainment’s beloved Titanfall series, right down to the implementation of mechs. Appearing throughout the different maps of Freehold, they possess powerful weaponry, a “massive health pool”, and unique abilities. Only one has been revealed thus far, but the idea is to seize one and wreak havoc.

Then there’s the movement side of the gameplay, with maps designed to chain wall runs, grapples, and Holojumps. Interestingly, there’s a mechanic called P.A.I.N.T. bombs, which can be used to “alter surfaces” and gain a “tactical advantage.” Also, you can wallrun forwards and backwards – a nice little twist on what we’re used to.

Additional details have yet to be delivered, but you can make out some of the weapons, from an assault rifle and shotgun to what looks like a submachine gun. One of the levels is also set on a skyscraper under construction, complete with cranes to jump across. Of course, there are the standard luxury high rises with vine decorations to battle through.

Check out the official site here, including sign-ups for being the first to gain “access” (potentially for a beta down the line).

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Jagmas
5 hours ago
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Round Rock, Texas
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Lord of the Rings Online unlocks the last chunk of Update 48’s Glorious Hunt storyline today

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The third and final part of Lord of the Rings Online’s Update 48 arrived on Wednesday, concluding not only a patch storyline but the sprawling three-year saga across Middle-earth’s southern desert region. “Join Shâra Mizâdi in Ingarûma in Pahar Hatokáli for the epic conclusion of the ‘A Glorious Hunt’ storyline,” SSG said, “as she seeks […]
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Jagmas
5 hours ago
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Round Rock, Texas
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Brandon Sanderson’s Sci-Fi Novel ‘Skyward’ Getting TV Series Adaptation By ‘One Piece’ Producer Tomorrow Studios

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EXCLUSIVE: Tomorrow Studios, the indie studio behind Netflix’s One Piece, has set out to adapt for television Skyward, the first book in bestselling author Brandon Sanderson’s Cytoverse franchise. Sanderson will write the pilot script with TV writer-producers Jed Whedon and Maurissa Tancharoen (Marvel’s Agents of S.H.I.E.L.D.) In the Skyward (aka Cytoverse) sci-fi book series, humanity […]



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Jagmas
7 hours ago
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Round Rock, Texas
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