
Scout, loot, and get out in Spirited Thief, a tactical turn-based heist simulator with a twist. Search ahead as spirit, Trin, and grab the goods as thief, Elaj. Just make sure you have the loot before the guards come looking!
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About






Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese
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
It's a... not bad turn-based stealth game. Reminds me quite a lot of "Invisible Inc", so maybe it was inspired by that. Although I'll say that while it does a handful of things differently in terms of gameplay, overall it is an inferior experience. Sadly and unlike the source of inspiration, there are no ramdom maps here; there is a set story with a campaing with a set of 3 acts and the same series of maps per act, which you can retry anytime to get a perfect score. But the story is honestly not that interesting, so the lack of procedural generation is missed here. Coutious recommendation: only get if you're a stealth freak, and even then, try it for 1 or 2 hours to see if you can tolerate the minimalist gameplay.
与其说是潜行游戏,不如说是解密游戏。 如果抱着玩潜行游戏的想法来玩,只能感受到各种设定的恶心和异味。 1.限制出场人数: ——除了探路的鬼魂,游戏第二章开始给了3个可操作角色,第三章更是可以有4个可选角色,但是绝大部分章节只能上1-2人。不给我出战,你给我那么多可选角色干啥呢? 2.限制时间: ——绝大部分章节都有警报门机制,进入地图就开始计算回合数,每8个回合难度递增。这一机制在小地图的表现还算可以,但是在大地图的体验就是一场噩梦,遗憾的是,绝大部分章节都是大地图,且只能上2人。 ——你被迫不断地做风险抉择,然后发现走不通或是选错了,只能反复回退。更糟糕的是,连续回退次数有隐性的计数限制,大约是栈设置的很小,如果是很早的一步选择失误,只能选择重开关卡。 3.限制技能使用次数: ——游戏里技能分两张,控制和击杀。一般而言,潜行类游戏对击杀技能有比较大的限制是可以理解的,但是这游戏不仅对击杀技能做出了很大的限制,在大部分控制辅助类技能上也有相同的限制。 ——算上初始技能,游戏流程里可解锁的技能一共有39种,其中有6种击杀类技能,使用次数都是1-2次,只有一个幽默的触发警告32回合后可用的混沌冲击是3次;10种近身控制技能,可以无限使用,依据控制效果强度冷却时间3-8回合不等;剩下的23种控制辅助类技能,大部分在每关游戏中只能使用2次,少部分更是只能使用一次,并且这些技能的效果也没有多么出彩,绝大多数都是凑数的,完全可以说是鸡肋。 4.限制视野: ——游戏分两个阶段,探视野阶段和潜入阶段。探视野阶段可以操纵两个鬼魂穿墙进行视野探查,如果被敌人看到,则你本回合内探查到的视野都会丢失,需要重新探查,非常浪费时间。 ——还有一点比较恶心,你看到了游戏敌人的路线,并不会记录,需要你用技能去标记才行,一般只能标记3个敌人。实际玩起来根本记不住大部分房间内的敌人数量和巡逻路线,潜入阶段只能不停试错,做风险抉择。 ——游戏没有做转身视野,但是做了主动搜寻视野,这是比较奇怪的。主动搜寻的敌人到达目的点后会进行扫视,可以看到周身270度的视野;但是转身却只能看到面前90度。 5.限制走位: ——游戏内有频繁的掀地板元素,比如说地刺,鬼魂爆炸等等,多到令人厌烦。游戏在这一点上给人体验是很差的,加了太多这种元素,最直观的影响就是你既需躲避敌人视线,又需开关机关陷阱,好几个回合才走几格距离,这在中后期关卡里尤为明显。部分关卡更是地刺主题,鬼魂主题,或是机关门主题。 游戏全流程25小时左右,游戏性一般,可玩性一般,流程短,剧情平淡,再考虑到这游戏售价95港币,非常不推荐购买。 整体来说,远不如10年前出的,同样价位、类型和玩法的 Invisible, Inc.
Действительно, так мало в наше время хорошо продуманных стелз-стратегий, которые заставляют задуматься. Достаточно качественная, чтобы её больше пиарили. Очевидно, стоило заняться маркетингом. Точно рекомендую.
Interesting concept, generally fun gameplay, and a game I'd normally recomend, except that one of the levels around halfway through the game is absolutely terrible and ruined the entire experience, making me question the logic of the entire game.
Early levels are great. Take turns, move about. Good vibe. Work within the clock and timeframe. Then at some point they decide you need to control multiple units. Still okay, can strategize a bit... Levels were designed to keep your characters together and working in tandem. Then the levels get bigger and start encouraging you to split the team up really wide, and it needs to constantly zoom you back and forth across the map. And you really start to feel how badly designed these levels were. I kinda... just don't want to play anymore when I'm constantly shuffling halfway across the map every turn just to do basic scouting and setup. And I can't even try to just ignore one character because once the mission starts the timers will quickly overwhelm me. Everything about it just starts to feel bad. Real pity too because those early levels felt amazing.
Spirited Thief is a turn-based stealth game that uses the now ubiquitous 2 actions per turns tactics system, pioneered by Firaxis' X-COM. My elevator pitch for it would be Invisible Inc. without procedural generation. I really like how this game is designed. Before each level starts you do some low-stakes scouting with a friendly spirit, letting you learn the layout and build a plan before the proper heist. Advance knowledge is everything, and it's satisfying how the game lets you plan around consistent threats and mitigate surprise ones, even on your first run. Gameplay systems aside, the presentation is fine, and the story is competently assembled with likable characters. There is a lot to like here. I 100%-ed this game on Challenging difficulty in about 25-30 hours, and I recommend it to anyone who likes turn-based tactics or stealth games.
Spirited Thief is a hidden gem! It's a crime that this snuck past people. It's a very solid turn-based fantasy stealth game where you steal loot. The twist is that you have a ghostly sidekick that can scout in advance for guards, traps and treasure before every mission. It really feels like you're planning a heist. You can use limited magic abilities and the optional objectives add replayability. Enemies become more aggressive the longer you stay in a level, but you can adjust the difficulty with generous modifiers. Sometimes enemies spotted me even though I didn't think they would, but you can rewind time to redo a turn. https://youtu.be/Vxn04U-ZN7Q
确认包裹上路,欢迎回家
Отличный пошаговый стелс без аналогов! Может заставить поломать голову, а что ещё надо-то за 1,5$ по скидке?
A fun, if a bit obtuse at times, stealth game. Some of the puzzles were IMO too cryptic to figure out, and the final level ultimately devolves into a frustrating experience in predicting enemy AI. I guess this sort of ties in with the theme, but it wasn't exactly a great or fitting end to a game which is all about stealth and heists. Even so, the core mechanics are fun enough that the game overall ends up being a pleasant experience. There's replayability with different difficulty modes and achievements. You can set the "rewind" function to infinite if you find yourself getting too frustrated with anything, so that's nice.
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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.
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