
Stalk your prey on the quest for stolen goods with your blackjack, sword, and an assortment of unique arrows. Steal for money and uncover the hidden agendas of your allies and enemies as you play through an unravelling story of deception and revenge.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 25 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Engagement
Reviews
Themes across 99 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It has so many flaws and I would recommend Thief 2 over this one, but I just cannot not recommend it. The atmosphere is amazing, the level design is wonderful (when its actually sneaky ♥♥♥♥) and Garret is one of my favorite characters. It is lovely not being a silent protagonist
For the very first game to feature Stealth in a First-Person perspective, it's a understatement how much of it holds up so, SO well despite it's age. (Played with Roguepatcher and a faux EAX Soundcard) Thief: The Dark Project, or Thief: Gold is a First-Person Stealth game developed by Looking Glass Studios back in 1998/99. It follows Garrett who to some is a simple taffer thief but to the few, a masterclass example of stealth and thievery. As he does odd thieving jobs around the city and eventually catching the eye of a certain upper class figure who wishes to use his skills for a particularly big project. The game, despite being literally THE FIRST of it's kind, manages to still hold up decently well. Despite it's aged but charming early 3D aesthetic and general clunkiness with the controls. Gameplay of Thief is split across 15 different missions. each one having a list of objectives that Garrett needs to complete in any which order. Who's amount also depend on the mission, as well as the difficulty. Where the harder difficulties alter and/or add more objectives to keep track of, rather than just only spawning in more enemies or making them hit harder. These are also not short levels either, par some of the early missions. As just a single mission could often can take over a hour to complete if you're being through on a first playthrough. Being a thief, most of the missions often involve you breaking into a place, sneakily, to then steal something, also sneakily. With the variety coming with the locations and stuff you need to steal. You start off with high-class mansions but easily get into more varied locations like a prison built on-top of a abandoned mine, or a crypt with undead roaming around. Even when you're just exploring just a normal place that's in the city there's often usually something notable about to make each missions feel completely different from the last. Now for the gameplay in the missions, Garrett has a decent amount of tools at his disposal. The most important of which is the darkness, in pitch black darkness he is practically invisible. Which thanks to a light gem you can keep track on how visible you are on the fly. Although it's not foolproof as you have to also take in account your footsteps' noise as they also make sound. Which depending on what surface you're standing on could be extremely loud even if you're slowly crouching around. Garrett thankfully does have a handful of tools to make his work easier. While he does have a sword to attack enemies, it's often more advantageous to knock them out with his blackjack. As not only is it typically quieter and still achieves the effect of eliminating a guard from the playing field. The actual sword combat is purposely fairly clunky so the more chances you can avoid needing to use it the better. Heck, even on harder skills you're often forced to not kill certain or anyone alive during missions so it's often the wisest decision if possible. Garrett also has a bow with a variety of arrow types to assist his thievery. You have water arrows that can extinguish torches, moss arrow to provide a soft floor, rope arrows to climb up to out of reach places, and more. There's even some inventory items like health, as well as more crafty equipment like flash bombs and mines. All of this stuff comes pre-chosen each mission but you're able to buy more from a selection with the money from the loot you collected from the last mission. As it doesn't carry over, you're encourage to find as much as possible and spend it all. Now since this is Thief: Gold, you're automatically given 3 extra missions, plus one blooper reel if you can access it. Instead of being mere extra missions, they are sprinkled into the pre-existing campaign. Each one has pretty fantastic ideas for level's setting but are often held back by extreme length, tedious level design, or a mixture of the two. It's kinda clear these levels needed another polish pass but as they stand, they're a solid inclusion if you can handle they're increased difficulty. Style wise for Thief is interesting both in it's technical graphics as well as it's art direction. Starting with the former, the game very, VERY clearly looks like a 3D PC game that came out in 1998. Everything from the lowpoly models, the bit-crushed textures, and the architecture absolutely screams this. Although thanks to the sound card support, the game sounds superb with all the ambience sounds and echos from stuff like characters talking or just your footsteps making it amazingly immersive despite looking as it does. Now the art direction for Thief is easily the most unique part of it. As the game practically takes place in a medieval setting, but there's hints and pieces of electrical machinery sprinkled about. Somewhat like a lesser version of Steampunk, which the sequel absolutely leaned more into. It's great not only has a very interesting setting for a stealth game but also actively effects the gameplay too as it's impossible to put out electrical lights with water arrows for example. The story itself has a lot of lore and expressed fantastically with in-game text you can read. As well as the intermission cutscenes that feature a very distinct visual style and VAing is superb which is notable for the time. Both in these cutscenes and in the levels themselves. Overall, Thief: The Dark Project/Gold is like a grimy wine bottle that contains fantastically aged wine. While it's visual graphics haven't aged as well as other 3D games of it's time, it's still contains absolutely superb gameplay and art direction that still make it such a treat. Which again is crazy for a game that's quite literally the first of it's kind. The way it has very easy to understand mechanics that are tested on with the sheer variety of mission scenarios, makes it such a no brainer why it's had a pretty sizeable fanbase that continues to make fan missions and patches to this day. Which of, the people at Nightdive Studios are, in fact, remastering this game. Somewhat in the vein of their System Shock 2 remaster. Which makes since as that game's original release was built off of Thief's engine. Where the entire game gets a major graphics overhaul that's seemingly still faithful to the artstyle as well as other features that Nightdive Remaster tend to have. As such, while I greatly enjoy Nightdive's work, I have a sneaky (heh) suspicion that the original release will get delisted here but included in the remaster, much like System Shock 2's. So if you wanted to try out Thief and want it for cheap as Nightdive remasters tend to be on the pricier side, getting it now on sale and sprucing it up with a few patches like I did is ideal.
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 9: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 99 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I am suprised how this game from 1998 has better stealth mechanics then most modern games. Great game.
Played under Linux Mint Debian Edition on expert skill level. Most of the game still works as usual but there's no cut scenes at all. If you didn't know the story the game wouldn't make much sense.
I applaud what Thief helped inspire, but holy smokes this game is butt cheeks.
great game
There are good stealth games and there are great stealth games. Thief is what those games aspire to be.
The best stealth game on planet earth. The father of the immersive Sims genre. The voice acting of Garrett and the other NPCs is awesome. Cutscenes before missions are made very stylishly and fit into the atmosphere. Each level stands out for its uniqueness, and the further along the plot the more the action plunges into mysticism.
get the GOG version, it comes fixed unlike steam About Thief... This is no joke one of the most unique games ever made and i genuinely think you're stupid if you don't give this game a fair try (i'm serious), unfortunetly it's a old busted piece ♥♥♥♥ game, the tutorials do not teach you how to properly sneak and that's very bad since you know... it's 70% of the gameplay loop. i recommend you watching a tutorial on how to sneak for real before playing it and also installing tfix or just buying it on GOG.
Мне никогда не нравился первый Вор. Но не потому, что у меня есть проблемы со старыми играми - тот же СШ2 в переиздании я перепрошел с большим удовольствием, например. У меня есть проблемы с плохими играми. И первый Вор - потрясающе плохая игра, где геймдизайн не успевает за нарративом, а качество не успевает за количеством. Во-первых, это попросту не иммёрсив сим, что бы не утверждали фанаты. Почему? Потому что не попадает ни под один критерий. Имсимы - это про творческое решение задач и разнообразный инструментарий для их выполнения. Всего этого в Воре нет. В абсолютном большинстве случаев маршрут до цели всего один, через витиеватые коридоры и одинаковые комнаты. Как бы ты не пыхтел, к горну ведет лишь один путь. Как бы ты не старался, амулет огня можно забрать лишь через огромный крюк. В том же затерянном городе, если ты не активировал выдвижной мост, а решил перепрыгнуть пропасть, ты словишь софтлок, поскольку отрезал себе путь обратно. Отдельный прекрасный момент - знаменитая верёвочная стрела. Когда обнаружилось, что в ребуте её можно втыкать лишь в специально отмеченных для этого местах, поднялся вой. Но все удобно забыли, что и в оригинале было точно так же - где авторы поставили деревянную балку или потолок, только туда стрелу и воткнёшь. Спокойно, господа тафферы - это называется иммёрсив сим. "Но как так, есть же взаимодействие с миром, интерактивность и куча механик!" - ранние Сплинтер Селлы предлагают точно такой же уровень взаимодействия, а по части механик любой МГС на голову выше. Вся ситуация с жанровой принадлежностью Вора - один большой псиоп. Во-вторых, половину игры это даже и не стелс, это средневековый Томб Рейдер. Множество миссий посвящено не тому, чем должен заниматься вор - а тому, чем занимается расхититель гробниц. Игрок вынужден исследовать eбеня пещер, гробниц, шахт, заброшенных городов, где стелсить просто негде и незачем. В-третьих, для стелс-экшена Вор невероятно некомпетентен в вопросах навигации по игровому миру. Локации неоправданно огромны, и вовсе не потому, что проработаны - так, вы очень часто будете встречать совершенно пустые комнаты и залы, где не лежит абсолютно ничего. Или просто лежат пара ящиков. Или одинокая бочка. Временами куски локаций просто отзеркалены, что еще больше вызывает путаницу. Шутка ли, но местами в игре ещё и очень темно - безусловный плюс для вора, но безусловный минус для игрока. В Риддике, для сравнения, тоже были совершенно темные участки - но это не было проблемой, благодаря его зрению. Здесь же не догадались выдать хоть какой-то фонарь, чтобы ты имел возможность видеть, что происходит на экране. У меня два монитора, и это не решает проблему - на обоих темнота порой вынуждает тебя тыкаться по углам, подобному слепому котенку. Нормальной карты нет и не будет, вор-домушник не умеет рисовать ее в процессе, довольствуясь схемой на огрызке туалетной бумаги. Вау, посмотрите, у нас карта нарративная! Нет, бро, у вас проблемы нарративные. Что? Оставшееся с предыдущей миссии снаряжение не переходит на следующую. Почему-то. Закуп на новую миссию происходит на золото с предыдущей, но ты не можешь хранить валюту в банке. Итог: если я в себе уверен и ничего не купил, то всё золото сгорит. Почему-то. Игра как бы говорит: ты обязательно что-то купишь, хочешь ты это или нет. Мастер-вор Гаррет, обученный у лучших из лучших, бегает с такой же скоростью, как и стражник-подпивас в доспехах, носит с собой внушительных размеров меч (как и любой вор, конечно же) и вынужден им по пять минут лупить врагов как деревянной палкой, чтобы нанести урон. Игра как бы говорит: для меня цифры важнее нарратива. В Воре технологии соседствуют с магией. Погодите, откуда здесь магия? Она просто есть, потому что средневековье? Откуда здесь появились хрюкающие бегемоты на задних лапках? Они просто есть, потому что это стелс-экшен? Откуда и почему появляются зомби? Как много вопросов и так мало ответов. Игра как бы говорит: у меня нет цельного видения. Вор находился в производственному аду, и это сразу бросается в глаза - у игры нет единого арт-дизайна. Стены, плитка на полу, ковры - буйство красных, синих и зеленых элементов, накиданных словно вразнобой, вводит в ступор. Это средневековый замок, или детская комната в Макдональдсе? Почему красный кирпич соседствует с синим? Почему на полу кричаще красная плитка? Почему стены зеленые? Я знаю, что такое мох. Он не заливает всю поверхность одинаково зеленым цветом. Переиздание Голд - это легенда. Авторы добавили самые затянутые и неоправданно огромные миссии, которые не нужны ни для чего и не служат ничему. А какой результат? Следите за руками. Вор - настолько культовый стелс-экшен (простите, иммёрсив сим), что игроки спокойно пользуются чит-комбинацией на пропуск миссий, временами вынужденно. Более того, если по какой-то причине заветное сочетание клавиш не работает, в отдельной теме на форуме тебе подскажут, как это исправить. Вы когда-нибудь слышали, чтобы в Дэус Эксе игроки пытались пропускать задания? Игра как бы говорит: меня не балансили. Когда я узнал, что Найтдайвы делают ремастер оригинальной версии Вора, я перекрестился, но особого облегчения не испытал. Потому что Голд-издание - не причина всех проблем игры, а их следствие. Следствие растянутых и ничем не заполненных локаций, странных и не нужных миссий по изучению гробниц с пещерами, неловкого и неуклюжего дизайна окружения. У авторов игры без сомнения было видение. Но его колбасило из стороны в сторону в процессе разработки. Игра как бы говорит: я не знаю, кем я хочу быть. И в конечном итоге у неё не получается стать ни иммёрсив симом, ни хорошей игрой.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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