
The ultimate thief is back! Tread softly as you make your way through 15 new complex, non-linear levels full of loot to steal and guards to outsmart. Improved enemy AI, new gadgets and a riveting story will draw you into the world of Thief II: The Metal Age, a place of powerful new technologies, fanatical religions and corruption.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Aug 25 → 0.43/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
The ultimate thief is back! Tread softly as you make your way through 15 new complex, non-linear levels full of loot to steal and guards to outsmart. Improved enemy AI, new gadgets and a riveting story will draw you into the world of Thief II: The Metal Age, a place of powerful new technologies, fanatical religions and corruption.
Thrilling, stealth-based FPS gameplay
Complex, non-linear levels allow you to choose a different path every time
Advanced enemy AI and sophisticated new master thief tools to outwit them
Gripping narrative with intriguing subplots through 15 huge missions
Hall of fame entry in Gamespy
Greatest Games of All Time entry in Gamespot
3rd annual Academy of Interactive Arts and Sciences Awards (2000) - Outstanding Achievement in Character or Story Development
Genres
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
한글패치 주소 : https://cafe.naver.com/thiefgame/665 씨프 골드에 이어 씨프2도 한글패치 배포중입니다~ 시리즈 최고작이라는 평도 많은 작품이니 즐겨보시길!
one Romanian against the whole of Palantir.
Get this game. Play until right before the final level. Stop. Get [url=https://www.thiefguild.com/fanmissions/16777/the-builders-paradise]Builder's Paradise[/url]. A gritty 90-s Hollywood delinquent simulator blooms into a Lopushansky film. Canon.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm like halfway through but man, this ♥♥♥♥ hits way harder than I expected in 2026. I'm a huge stealth fan, Dishonored is probably my all time favourite game if I had to pick one. I first played Thief Gold a few years ago and never finished (not because I wasn't enjoying it, something else must have come out idk) and since then I've had this recurring urge to go back. Over the last year or so I've played a few other stealth games like Eriksholm: The Stolen Dream and the recent Hitman trilogy, then I got a replayed Dishonored 1 (ghost of course) and had an itch to try out Thief again. Immediately hooked once more, it was exactly what I needed. Usually being able to just sit in the "shadows" within clear view of guards breaks the immersion and feels a bit silly, but in Thief 1 & 2 I really don't care. I understand the limitations, them being such old games, but it's not just me cutting them some slack. Thief is just such a great experience in other ways that I need not put any effort into suspending disbelief. Really cool and fun vibe and atmosphere throughout. I totally get why these games have built such a dedicated fanbase. As much as I love the Dishonored franchise, and understand why it is considered as kind of a spiritual successor, Thief 1 & 2 have something missing in more modern games. Makes me feel a certain nostalgia and immersion that I don't get a lot of lately.
ВОР 2 СТО ЛЕТ МЕТАЛЛА таффер скрутил 10 кило меди с завода 8/10 Сиквел реального золота, но теперь у нас платина. Всё также во всём: чудесная, не устаревшая игра. Всё, что писал про ВОР ЗОЛОТО касается и этой игры с поправками: 1. В плане той самой системы: она стала чуть-чуть глубже, добавили новые инструменты, чтобы обокрасть хату зажиточного господина, по моему улучшили звук и свет, игра стала посложнее. Уровни стали чутка поменьше, но плотнее и их наполнили, а секретов и ходов больше. 2. Сюжет и Гарретт стали шире - почти вся игра это сюжет, развивающийся каждую миссию, а Гарретт комментирует любую хyйню гораздо активнее, добавляя антуража и юмора в локации. И мрачности кстати больше. Мне так сyка страшно... Но, блин, будто за эту глубину заплатили тем, что сунули ложку гoвна в бочку мёда. В первой части многим не нравились человеко-бибизяны и монстрики. Во второй части их убрали (почти), но добавили ёбaных роботов. Это всё ещё атмосферно, тем более это прямые последствия действий форточника с первой части. Но всё равно, когда их МНОГО - это зaлупа. Последний уровень полностью из них состоит. Да, страшно и сложно, но игра будто не про вора, которой была 80% времени, а про заводчанина, который не сошёл с ума от заказов государства. Уровень сам по себе душный до ужаса, так ещё и непредсказуемые роботы усложняют задачу. Но у меня ощущение, что это я просто ною. И продолжая тему с Гарреттом - я влюблён. Он немногословен, циничен, ему ниxуя не надо кроме покоя и воровства, он корыстен, чёрств и саркастичен. При этом у него есть классические для вора принципы - он не убийца, а вор. Он не крадёт у бедных и близких (коих мало но всё же). Он также может быть милосерден (ну дальше объяснять это будет спойлером). Да, это везде есть и куча народу играла за таких воришек в ДнД. Но своими действиями и комментариями он создаёт чувство уникальности. Я не знаю чё сказать про его фразы - их надо услышать, ибо озвучены они на 100 из 10, говорит он либо оч смешно и в тему, либо по-своему описывает ситуацию, короче как-то так, это надо самому услышать. Я чуть не заплакал от восторга, когда он нашёл пиратские сокровища и прокомментировал это. Пи3дец рекомендую.
Hello, Friend! Tell me, did you, like me, decide to try these games after all the glowing reviews and retrospectives? If so, those commenters have deliberately misled you by omitting critical points: First, they last played Thief I and II 15-30 years ago. Their opinion of the game is based on nostalgia and memories of how great it was back then. If they tried it now, their opinion might change. Second, they call themselves stealth fans, but most likely, the Thief and Splinter Cell series are the only stealth games they've played and regularly replay. They haven't tried Hunt: Showdown, haven't played Hitman or Styx, haven't played Far Cry, Metro, Terminator Resistance, Assasin's Creed stealthily, haven't played any of the Commanderados-like games (Commandos + Desperados, Guerrillas 1941, Shadow Tactics, etc.), etc. In other words, their experience is limited to these two game series. They deliberately remain blind to the evolution and diversity of stealth mechanics, as well as the accompanying game structures and mechanics. Or they deliberately fail to compare modern and older implementations of mechanics, so they can continue to claim that Thief I and II are the best stealth games ever made, even today. If you try to criticize their sacred game, they'll resort to dirty manipulation: "You can't hold an old game to modern standards." Why not? If I, as a modern player, am strongly recommended to play this old game because it's a must-play classic, and they ask for money for it—we condemn piracy, after all—then it's perfectly logical that I'll hold it to modern standards. I paid the money, after all, right? I can overlook a game's shortcomings as a modern player, but only if it has something unique that's missing from more or less modern games. For example, despite the graphics and clunky controls, the early Tomb Raider games are still engaging, thanks to their rich acrobatics and puzzles with levels tailored to those acrobatics. But what about Thief I and II? They're woefully outdated and offer nothing unique to justify their shortcomings. In Thief I and II, stealth is all about staying silent and hiding in the shadows? Try Hunt: Showdown and Metro. Can you feel like a thief in Thief I and II? Your first playthrough definitely won't feel like a thief, but rather like a Far Cry character stealthily clearing a level. To truly feel like a thief, you need to memorize the level, but this isn't Hitman, which was designed to make replaying the same levels convenient and engaging. A video walkthrough will suffice. Now I'll list everything I didn't like about Thief I and II. No automap (auto-generated map) There's a level map in the "Mission Objectives" section, but it's always too general, abstract, and uninformative. I can understand such maps as an element of ambiance, immersion, and atmosphere. I can understand a blank automap at the start of a mission or on a first playthrough, but I can't understand its complete absence, even without a mod. Defenders justify the lack of an automap by saying it's neither diegetic nor immersive, and simply advise training your memory and memorizing the level. Memorize? A level? Where walls and passages are similar and easy to get lost and confused, and you can't place markers on walls? Cool... Also, for some reason, these same defenders aren't bothered by the completely non-diegetic and non-immersive stealth level HUD indicator, shaped like a pebble, right before their eyes. The Metro series also has a similar indicator, but at least it's ostensibly diegetic, located on Artyom's wrist. Optional loot is mandatory for mission completion. In addition to the mission's main item, you need to steal loot worth n amount to complete the mission. Imagine a shooter: imagine that to advance to the next level, in addition to killing all the enemies on the level, you must discover every secret, pick up every collectible, every bullet, and every first aid kit. Now imagine that the game allows you to replay a level, but you have to open and pick up everything anew each time. Verticality and Roleplaying as a Thief What do you expect from playing as a thief? Climbing walls, throwing a grappling hook, jumping across rooftops, breaking through windows, breaking through sewers, climbing beams under the ceiling—forget it. Most often, you'll only have access to the main entrance or, at worst, the back one around the corner. The ceilings are low here (it's surprising there wasn't a fire). - Graphics. Install the HD mod and it'll be fine. - Traps. We play as a thief – a master of infiltration and traps. It's perfectly reasonable to expect to be able to set and disarm traps like in Hitman or Deus Ex, right? No! There are almost no traps, and we can't disarm them. We have mines, but they're not available in every level and in a limited variety, and we also can't easily place them like in Hitman. - Light and Shadow. The HUD indicator for your stealth level is absolutely essential to the game because light and shadow are completely unintuitive: you're seemingly in the light, but invisible; you're seemingly in the shadows, but visible. - Flashlight. The game is pitch-black, you could poke your eye out, but the flashlight can only be obtained in the second mission of Thief 1; it's not available in the other missions. Immediately crank the brightness to maximum and consider yourself the owner of special night vision, acquired through training as a thief or a custodian. There's a lantern mod (https://www.moddb.com/mods/thief-lantern-mod/downloads/thief-lantern-mod), but it doesn't work with the HD mod. - Lights off. NPCs react to sound, but they don't react to lights being turned off right under their noses. - Torches. I'll go over there and put out that torch. I can't? Only with arrows? But I can go over there and put it out with Metro. - Shoes. Are we playing as a thief who hasn't even thought of wearing soft-soled boots?! - Lockpicks. Why are there two of them if they're not consumables, and therefore there won't be a situation where we can't open a chest because we don't have enough lockpicks? Immersive? Why only two then? Why not ten? We also play as an experienced, skilled, and renowned thief, but whose lockpicks can only open 10-20% of locks, not 80-90%. - Keys. Why is there no key holder, even though there was one in Ultima? - Cheats. There's only one built-in, working cheat: mission completion. The minimum set of cheats: immortality, invisibility, all equipment, all consumables, one hit = one kill/KO. - Intelligence. You can buy intelligence in the game, but its usefulness is questionable. If you're counting on buying the entire level map, then no. The second game has much better hints. - Rope arrows. In the first game, they're almost never needed, but in the second game, they're much better. - Guards in helmets. Oh! A guard in a helmet?! I suppose he can't be stunned from behind, and even if he could, the hit would make such a noise that everyone would come running? Oh, no... You can knock them out, no one will come running. - Equipment "shop." Saved equipment from the previous mission doesn't carry over to the next. The equipment available for purchase changes each time: there are missions where rope arrows, invisibility potions, and so on would be very useful, but they can't be purchased, only found in the level, even though they were available for purchase at the beginning of the previous mission. P.S. In the end, reading and watching about the game turned out to be more interesting than playing it. I hope the remake or reboot will be built along the lines of Hitman. P.S.S. I don't deny Thief's historical importance. But when a game is recommended to modern players as a truly outstanding stealth experience, rather than as a historical artifact, it inevitably begins to compete with modern games. And in this competition, many of its mechanics feel outdated, awkward, and limited.
getting so much right first time around was insanely impressive already, but improving on it instantly with some of the best stealth game levels ever made is insane. some levels are clearly rushed tho which still the pros outweight the cons here by miles 10/10
Thief will always be a game I have been endeared to.
I was blown away at how great Thief Gold was and now I'm finding that Thief II is giving it a run for its money. These games are so fantastic. So many secrets to find, areas to explore, trinkets to steal...and the levels so far are very cool too. I would highly recommend these games to any stealth lover. These are the crème de la crème.
It's a very good game, although there is a noticeable drop in quality and fun in the last three missions. Some missions can be excessively dark, to the point of the gamma setting is useless. Still absolutely worth playing.
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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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