
Filcher is a first-person 2.5D noir stealth game. As Sporey the master thief, break into guarded buildings to steal from the wealthy and corrupt, using only your senses, your wits, and a handful of tools and gadgets.
Modeled estimate, not a reported figure. How we estimate →
Media

About

It's been a year since Sporey left the Blackburn Gang to make her fortune as a freelance thief. But when her former fence and mentor tracks her down, Sporey is forced back into servitude to settle an old debt. A temporary setback, she thinks. But these days, honour among thieves is wearing thin. Which of her old comrades can Sporey trust?
Filcher is a first-person 2.5D noir stealth game, a lo-fi loveletter to classic immersive sims like Thief and Deus Ex.

Immersive first-person stealth: Use cover and shadows to stay unseen, tread carefully to stay unheard, and use your eyes and ears to detect enemies, loot and secrets.
Explore nine lovingly hand-crafted levels, each packed with loot to steal, enemies to outsmart, security systems to bypass, documents to read and secrets to uncover.
Use your tools to solve problems in creative ways. They include a trusty blackjack, a sleep-dart gun, lockpicks, flashbangs and noisemaking windup toys.
An intriguing story told through snippets of dialogue, in-game readables, mission briefings and comic book-style cutscenes.
A score system that rewards stealth and exploration. Replay missions in sneakier ways to earn higher ranks. The ultimate rank, "Ghost", requires you to find all loot and secrets without being detected, knocking out any guards or loading a mid-mission save.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you want more Thief after playing Thief 1 & Thief 2, play this. Only thing missing is climbing over objects, but you get used to it.
This one is a nobrainer for any avid stealth enjoyers, especially the taffer kind who love Thief and take ghosting seriously. But even those less obsessive about victory condition and studying patrol patterns shouldn't hesitate much to try Filcher: The upcoming beta finally introduces a save system into the game, which was I think, like many other players, a sorely lacking feature to make this rough jewel actually shine. Filcher could be summed up as "film noir Thief": It takes most of its artistic inspirations and gameplay from Looking Glass Studios' classic, but taking place in a more contemporary setting, where European medieval castles are switched for modern buildings. Sporey's Cuban heels resonate as loud as Garrett's orthopedic shoes, but in fancy art déco suites rather than throne rooms. It's really faithful to its revered predecessor, but manage to do it well without being a soulless clone. It plays essentially the same, down to the type of gadgets you can use to ease your way in or out a facility, but without climbing. Sporey can dash though. The whole art direction is quite simple, which is to be expected for a one-dev project, but everything fits together nicely. The simple textures work really well with the dramatic lighting and cast shadows. Same for the minimalist design of the faceless guards. The music, again simple but terribly moody, evoke buried secrets, lurking silhouettes and empty display cases. I could nitpick a few things but honestly it's pretty solid. The game gets tough as ball pretty quickly if you're aiming for the "ghost" rank which basically requires you to find all loot and secrets, without being seen, and without saving. For everyone else, it proposes a nice challenge, even while using save. I quicksave a lot in those games, because I care about exploring, enjoying the atmosphere and finding secrets a lot more than studying for hours how guard patrols coordinate. In short it was, until recently, a game that could have been very good but was terribly frustrating for most people despite its quality, now it's a very good game, full stop.
Thief we have at home, but really, REALLY good. Movement feels alittle stiff, but that's not a bad thing! You move when you want, and you don't move when you don't want to. Sharing some sounds and textures inspired by Thief, the vibes are immaculate. The simple sound design is eerie and very effective. Only completed one mission so far, but I will be finishing this came at the earliest opportunity!
As someone who loves Thief, this is the best I've seen a game emulate that experience by far. Its fully focused on the stealth and thievery (filchery?) and I'd say even goes a step further by excluding combat altogether, and it's designed in a way that encourages ghosting every level. I also really love the dos noir aesthetic, this game feels old in the best way
[h1]English[/h1] In [i]Filcher[/i] we sneak as a clandestine thief through the milieu of the underworld. Armed henchmen and guard dogs patrol the locations of our break-ins, and surveillance cameras, light barriers and automatic firing devices lurk in some corners. The city's nocturnal facades, the dimly lit rooms and corridors and the opponents, who appear as classic gangsters in suits, convey the game's strong and stylish noir theme. Even the briefings, in which we encounter mafia figures and shadowy characters, exude a darkly elegant Gotham ambiance. The sterile offices and mundane salons in pale lamplight radiate a distant, gloomy mood. There is a feeling of corruption, control and latent threat hanging over everything, especially when the mysterious, crime-themed noir sound motifs lend a queasy note to searching through filing cabinets and cracking safes. The nine missions take us through shady business and social rooms, warehouses, villas and bars, to the industrial port, the museum and the police station; at one point we even have to flee our hideout from contract killers. Apart from the overarching plot, additional lore is conveyed through documents and environmental clues. [i]Filcher[/i] clearly follows the tradition of [i]Thief[/i]. We have to avoid the gaze of guards and patrols, take into account our own noise level based on the varying floor coverings, and stay in the shadows, which are classically indicated by a brightness meter at the bottom of the screen. Changing lighting conditions are implemented in an atmospheric way, such as flashing furnaces in factory halls or the sweeping lighthouse beam at the harbor. When in doubt, enemies can be outwitted, knocked out with the blackjack and dragged out of sight; other equipment includes a stun gun, a flashlight, lock picks and some covert and deception tools. For many years the lack of a save function was a nuisance, as being detected often meant restarting the mission from scratch - the developer has since added this feature. [h1]Deutsch[/h1] In [i]Filcher[/i] schleichen wir als klandestine Diebin durch das Milieu der Unterwelt. Bewaffnete Schergen und Wachhunde patroullieren an den Orten unserer Einbrüche, an manchen Ecken lauern auch Überwachungskameras, Lichtschranken und Selbstschussanlagen. Die nächtlichen Fassaden der Stadt, die fahl beleuchteten Räume und Korridore in den Gebäuden sowie die Gegner, die als klassisch beanzugte Gangster auftreten, tragen den starken, stilvollen Noir-Gedanken des Spiels. Auch die Briefings, in denen wir Unterweltgrößen und Schattenfiguren begegnen, atmen ein dunkel-elegantes Gotham-Ambiente. Die sterilen Büros und mondänen Salons im Lampenschein strahlen die distanziert-düstere Grundstimmung aus. Über allem liegt ein Gefühl von Korruption, Kontrolle und latenter Bedrohung, insbesondere wenn die mysteriösen, kriminalistisch geprägten Noir-Klangmotive dem Durchsuchen von Aktenschränken und dem Knacken von Safes eine mulmige Note verleihen. Die neun Missionen führen uns durch zwielichtige Geschäfts- und Gesellschaftszimmer, Lagerhäuser, Villen und Bars, in den Industriehafen, ins Museum und in das Polizeirevier; einmal müssen wir sogar vor Auftragsmördern aus unserem Unterschlupf fliehen. Abgesehen von der alles umspannenden Handlung werden zusätzliche Hintergründe durch Dokumente und umgebungsbezogene Hinweise vermittelt. [i]Filcher[/i] steht deutlich in der Tradition von [i]Thief[/i]. Es gilt, den Blicken der Wächter und Patrouillen auszuweichen, die eigene Lautstärke anhand des variierenden Bodenbelags zu berücksichtigen und im Schatten zu bleiben, über den uns klassisch ein Helligkeitsindikator am unteren Bildschirmrand informiert. Sich verändernde Lichtverhältnisse werden stimmungsvoll umgesetzt, etwa durch aufflackernde Brennöfen in Werkhallen oder den kreisenden Leuchtturmschein am Hafen. Im Zweifel können Gegner überlistet, mit dem Schlagstock ausgeschaltet und aus dem Sichtbereich geschleppt werden; weitere Werkzeuge sind eine Betäubungspistole, eine Taschenlampe, Dietriche und verschiedene Tarn- und Täuschungsinstrumente. Viele Jahre lang erwies sich übrigens die fehlende Speichermechanik als Ärgernis, da das Enttarntwerden oft den Neustart der ganzen Mission bedeutete - der Entwickler hat diese Funktion inzwischen nachgereicht.
[h2]Garrett walked so Sporey could slide.[/h2] [h3]A boldly noir exercise in classic stealth and a quaint love letter to the game design behind the escapades of the One True Keeper.[/h3] [b]M[/b]ade with passion and admiration for Looking Glass Studios' genre-defining series, Filcher brings back the classic formula of an exploration and thievery-focused sim, repackaged into a highly stylised, charming, and almost overwhelmingly low-fi, story-driven set of 9 varied missions with a decent amount of replayability, thanks to secrets and a scoring/rank system for enthusiasts and completionists. Each of them delivers a self-contained playground built on a familiar foundation and gameplay structure, spiced up with a handful of setting-appropriate twists and modernisations along the way. Explore, analyse, infiltrate, steal and most importantly- overcome and outsmart all the obstacles along the way that stand between you and mission objectives. Mainly with the use of your cleverness, but also a handful of gadgets, and maybe a few dirty tricks. [b]F[/b]or newcomers to the genre, it might serve well as an introductory title as long as this setting and style don't irritate you, although personally I'd recommend playing the 'Thief' series first if you haven't- it still holds up really well and is more than playable on modern PCs. Going through these experiences might make you enjoy Filcher a tad bit more, and games themselves deserve a priority position for numerous reasons. [b]F[/b]or veteran fans of those looking for something more, and ideally after checking out all the acclaimed fan missions for the original series (and of course The Dark Mod- arguably the best rendition of this formula!)- a recommendation without any hesitation. From start to finish, it's a well-designed, honest experience that should serve well as a good appetiser before the next big stealth game, or a break from replaying the same bangers from decades past.
Thank you to the developer for adding save to the game. turned from a game i dropped and probably would never finish to a game i really loved playing through. Only complain is that the grading system is a little strict. Also, props to anyone who finished this game before they added saves because it seems hella frustrating.
A little rough around the edges, but overall a very charming and well made im-sim from a very small group of people! Art-style is simple and atmospheric, though the sprite enemies can be a bit janky to deal with in certain situations. The new save system is a godsend, and I think it largely resolves most of my gripes. Level design is usually outstanding with some very well-realized locations and plenty of opportunity for multiple approaches. Certainly a worthy tribute to older im-sims like Thief! Great game - well worth the full price!
Was waiting for the quicksave update before diving in. Save to say while I'm certainly not going to ghost every mission on my first playthrough, it's very good so far. Beat the first mission and it really gives strong Thief vibes which I love! Thank you dev for the quicksave update as without it I probably wouldn't be able to enjoy the game as much.
Filcher by Johan Hjärpe and published by MythoLogic Interactive is a tightly focused stealth game that draws clear inspiration from classic immersive sims while deliberately stripping the formula down to its essentials. Instead of overwhelming players with sprawling systems or large open worlds, it concentrates on delivering carefully designed infiltration scenarios where awareness, patience, and decision-making are the most important tools. You take on the role of Sporey, a professional thief operating in a moody, noir-tinged city, carrying out a series of heists against well-guarded targets. The core gameplay revolves around navigating enclosed environments, avoiding detection, and stealing valuable items before escaping. Each mission presents a self-contained space filled with guards, security measures, and multiple paths to explore. The objective is straightforward, but how you approach it is entirely up to you. You can remain hidden in shadows, create distractions to redirect enemies, or take calculated risks when stealth breaks down. This flexibility gives the game a strong sense of player agency, as there is rarely a single correct solution to any situation. A major strength of the game lies in how it handles visibility and sound. Light and shadow are central to the stealth mechanics, with clear feedback indicating how exposed you are at any given moment. Staying in darkness provides safety, but movement and positioning must be carefully managed to maintain that advantage. Sound is just as important, with footsteps, interactions, and environmental noise all influencing how enemies react. Different surfaces produce different levels of noise, forcing players to think about every action rather than moving carelessly. These systems work together to create a constant tension, where even small mistakes can lead to consequences. Level design plays a crucial role in making the gameplay engaging. Each environment is compact but layered, with hidden routes, optional objectives, and multiple entry points that encourage exploration. Rather than relying on size, the game focuses on density, ensuring that every space feels purposeful. As players become familiar with a level’s layout, they can refine their approach, improving their efficiency and discovering new strategies. This design also supports replayability, as returning to a mission with better knowledge often leads to more successful and satisfying runs. The tools available to the player are simple but effective. Items such as lockpicks, distraction devices, and non-lethal weapons provide options without overwhelming the experience. Each tool has a clear function, and success depends more on how they are used than on the tools themselves. This balance keeps the focus on decision-making rather than equipment, reinforcing the game’s emphasis on skill and planning. Visually, Filcher adopts a minimalist style that prioritizes clarity over detail. The environments are clean and easy to read, with strong contrasts that make it easier to understand where you can hide and how enemies move. While the presentation may appear simple at first glance, it serves the gameplay well, ensuring that important information is always visible. The overall aesthetic, combined with its subdued color palette, creates a consistent atmosphere that complements the stealth-focused design. Sound design is equally important, providing essential feedback that helps players navigate each situation. Subtle audio cues reveal enemy positions, alert states, and environmental changes, allowing players to rely on listening as much as on visual observation. This adds another layer of immersion, as success often depends on interpreting these cues correctly. The narrative exists in the background, offering context without becoming the main focus. Through briefings and environmental details, the game hints at a larger world and the motivations behind each mission. However, it never distracts from the gameplay, which remains the central experience. The story adds flavor and atmosphere, but it is the act of infiltration and escape that drives the game forward. One of the more divisive aspects of Filcher is its difficulty and lack of modern conveniences. The absence of frequent checkpoints or quick saving means that mistakes can be punishing, requiring players to restart sections and learn from their errors. This design choice reinforces the importance of careful planning and execution, but it may feel unforgiving for those who prefer a more forgiving experience. It is a game that expects patience and rewards mastery, which may not appeal to everyone. Despite its relatively narrow scope, Filcher succeeds in delivering a cohesive and engaging stealth experience. It does not try to expand beyond its core idea, and instead focuses on refining it to a high level of quality. This makes it feel purposeful and well-designed, even if it lacks the variety or scale of larger titles. In the end, Filcher is a game that understands exactly what it wants to be and commits to that vision. It offers a methodical and rewarding experience for players who enjoy stealth gameplay built around observation and strategy. While its simplicity and strict design may limit its appeal, those who appreciate its approach will find a satisfying and memorable experience that stands out through its clarity and focus. Rating: 8/10
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Zombies Ate My Neighbors and Ghoul Patrol | $73.8K | 263 | 65% | $14.99 |
| Sea of Survivors | $73.8K | 418 | 81% | $6.99 |
| Splendor | $73.8K | 1.5K | 79% | $1.99 |
| Hifuu Nightmare Diary ~ Violet Detector. | $73.8K | 299 | 76% | $10.99 |
| 苍白花树繁茂之时Blood Flowers | $73.8K | 316 | 83% | $7.99 |
| Europa Universalis: Rome - Gold Edition | $73.8K | 240 | 68% | $9.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |
| No Man's Sky | $230.9M | 412.2K | 85% | $23.99 |
| Sons Of The Forest | $201.1M | 314.9K | 88% | $29.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |