
In Thief of Thieves you play as a cat burglar using stealth, social engineering and team members to pull off some high profile heists across the world. Based on the comic book series by Robert Kirkman, it’s time for Celia to make the leap from apprentice to master.
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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**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 41 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
[h1] 帅气特工女主生在老登片 [/h1] 特工片的刻板印象糟粕都有,执行任务需要“色诱”,穿裙子高跟大浓粧。上司同事基本上都是男的。 开头叙事是女主和女性提问者互相心理博弈有点意思,其它都太无聊了。在初高中的话我可能会很喜欢这种配音漫画的形式,但现在真无感了。玩了一半剩下的都懒得云完 ps女主疑似男宝妈,上司对话里提到了son。
Unfortunately, the game is hard to recommend. Not because it sucks, it truly had potential, but because it is an unfinished video game that was clearly meant to be released episodically. Sadly, the studio developing it was closed, and so it ends on a cliffhanger. Overall, the game is OK, but another that is more worth it as a sale. In addition to it being unfinished, I experienced a few bugs, two in specific being game-breaking, and had to reload the checkpoint to continue because animations or dialogue would get stuck in a loop and I could not proceed. It also takes 5 hours or less to complete, maybe around double that for any achievement hunters. There's a few different outcomes to each mission, dialogue choices, etc., and being that this is delivered as a Telltale-like, I imagine future installments would have had actual consequences or branching paths for choices made in each chapter. Before looking at who exactly developed the video game, I actually thought this was another Telltale video game given the art style and graphics. Apparently, it's based around a comic book series from the dude who wrote [i]The Walking Dead[/i], but I'm not nerdy enough to be a comic book reader so I don't know much about it nor its original author. I suppose anybody who is curious enough about the story and its characters would now have to refer to the comic books that the video game was based on/around. [i]Thief of Thieves[/i] centers around a young cat burglar jack-of-all-trades type of woman who does jobs for a man who looks suspiciously like Clark Kent if he took his fake glasses off. It's a stealth based game with some running/escape sequences, but unlike those it may have taken inspiration from such as [i]Hitman[/i] or Telltale games, there's no killing which might make it a bit more boring for some who prefer their video games to be more action based where you can sneak behind people and snap their necks. There is none of that here as an option. You are just stealing things for your employer, and preferably not asking questions as the team you conspire with is very professional and abides by the need-to-know military treatment. That isn't to dismiss the game, though, as there is definitely a plot to the game that the protagonist gets wrapped up in that I think is pretty good. Perhaps this gives credence more to the writer of the comic books than the writers on the development team, however; as this is essentially an adaptation that I assume stays accurate to its source. True to form, its cutscenes and story is delivered mostly as comic book panels but you can control the main character, Celia, as you 'case' joints that are targeted for her team's next objective, and interact with your allies in the area of the game that sort of acts as a hub before embarking on the next heist. The game truly isn't anything special beyond its story. The gameplay is simple but there is a gross lack of camera controls that make it frustrating to deal with sometimes. You get two angles to cycle between where there are many instances of it failing to give you proper perspective around you as you sneak through the areas, instead of perhaps designing a video game with a fluid camera that you can move around to see around you at all times, something that is sort of necessary for a game that is entirely designed around stealth and infiltration. Because of this lack of freedom of movement, there are many times where you struggle to even see where your character is currently situated, especially in darker maps, and you can't always see what is in front of you and where the enemy has moved, off-screen enemies being able to see you instead and you sort of just have to guess whether or not you've been noticed. Switching between these two camera perspectives, whether you do it manually or the game does it for you as you are moving about, seems to invert your controls sometimes and you'll find yourself all of a sudden walking into a wall when you were walking forward. I also take issue with Celia's design. Granted, this is a game that came about in an era where developers were afraid to make female video game characters attractive and instead want to design them to be as masculine as possible, but you would think that an accomplished thief like Celia would perhaps look more non-descript. A big struggle for her is being too noticeable in her criminal career but yet she lacks the awareness to know that it probably has to do with how she chooses to identify herself. This is a woman with a very unique hairstyle (for a woman), dyed hair, piercings, and tattoos that are often visible. All she needs are some fake vampire teeth and she'd be gothic. Nobody would agree to having her in their heist as she cannot realistically blend into the public. She sticks out like a sore thumb. Additionally, the dialogue is sometimes a bit woke-coded. There's someone bringing up something akin to "women in a man's world so she had to adapt in a special way" cringe comment as though women are not empowered to succeed and the eye-rolling misandry of men being potential predators/criminals with dialogue along the lines of: "the hacker guy is kind of creepy so I think I should lock my door at night." In fact, this isn't the only male NPC who is assumed to be a creep by a woman and so it happens twice. The voice acting is good, though, featuring a number of accomplished actors, and I also enjoyed the music. This franchise clearly had a lot invested into its success and continuation but the gaming industry is volatile and this game is more of a niche than something that would attract millions of buyers. It's even more difficult when you want to create a pacifistic protagonist where being caught in your stealth only allows for you to try and sprint away rather than pulling out a pistol and shooting them in the head.
This wasn’t the worst game I’ve ever played. In truth, the comic cutscenes were a real highlight for me and stood out compared to other Telltale-esque games I’ve played, such as The Wolf Among Us, Stray Gods, and Life is Strange. However, I can’t recommend it since it’s unfinished. The story doesn’t end on a major cliffhanger, but it’s obvious that elements like Celia’s child and the interviewer agent, whom even Redmond warns Celia to be careful of, were meant to lead somewhere, as it’s clear the two have crossed paths before. There are so many things that could have been expanded upon in a second season that will sadly never come. The gameplay wasn’t the best either, and I feel it would have worked better if it had focused solely on the choices Celia makes, as in Stray Gods, rather than mixing scenes and gameplay. For example, Celia could have fumbled certain choices, leading to character deaths or limiting what options are available in the final chapter, or even had the potential to fail the game before Volume 4 if she slipped up too much during her interrogation. Ultimately, I can’t recommend it because the gameplay felt unnecessary and the story will forever remain unfinished and lacking.
This game got very worst camera view, really annoyed me which make this game hard to play. Don't bother buy this game.
Quite a nice game actually. I wasn't expecting much, but had a lot of fun. Great story, nice characters. I'm a bit sad there is no season 2, and at this point I doubt there is ever going to be one. Still, it doesn't feel unfinished. The story is a whole, and with these 85-90% discounts it a good price for the game :)
以女性特工视角展开的游戏,没中文这一点很糟糕,画风还不错,希望后续可以加入中文吧,不过廉价有卡这一点不错。
Cute game, love the style, reminiscent of TellTale Games. Played it through in one sitting. A little awkward on keyboard controls but I'm usually more of a console gamer so that might be a me problem. Would recommend and would have loved a season two!
Thief of Thieves: Season One, developed by Rival Games and published by Skybound Games, is a story-driven stealth adventure that adapts Robert Kirkman’s comic book of the same name into an episodic interactive format. It places players in the role of Celia, a skilled thief and former apprentice of the legendary Conrad Paulson, known as Redmond. The story follows her journey from a promising protégé to a professional criminal orchestrating her own heists across Europe. Much like the source material, the game focuses on the moral ambiguities of a life built on deception, trust, and loyalty. It’s a game that aims to balance narrative immersion with stealth gameplay, attempting to blend comic book storytelling with cinematic tension, but the results are a mix of stylish ambition and uneven execution. The visual presentation of Thief of Thieves is one of its most striking elements. Rival Games uses a cel-shaded art style that feels directly lifted from the pages of a comic, with strong linework, saturated colors, and panel-inspired transitions between scenes. Every location—from Italian villas to high-security vaults—is painted with an expressive, stylized flair that captures the feeling of reading a graphic novel in motion. The character animations are deliberately minimal but effective, maintaining the illusion of comic panels coming to life. This aesthetic extends to dialogue sequences, where conversations are presented in cinematic camera angles reminiscent of television crime dramas. The voice acting, too, adds depth to the experience; performances are delivered with confidence, giving weight to Celia’s world of suave thieves, nervous allies, and double-crossing partners. The soundtrack supports the game’s tone perfectly, blending jazzy, noir-like compositions with subtle ambient cues that enhance the tension of each mission. The gameplay in Thief of Thieves: Season One centers around stealth and choice-based progression. Players are guided through a series of heists that unfold as semi-linear missions. Each mission offers opportunities for sneaking, reconnaissance, and minor puzzle-solving—such as disabling alarms, distracting guards, and finding alternate routes. The mechanics are easy to grasp: crouch to stay quiet, use cover to avoid detection, and interact with objects to progress. While these systems are functional, they lack the complexity or freedom found in other stealth-focused titles. The levels are structured in a way that prioritizes story beats over player-driven exploration, and as a result, the stealth sequences feel more like scripted set pieces than open-ended challenges. Guards have predictable patrol patterns, and the detection system is forgiving to a fault in some areas yet punishingly strict in others. This inconsistency makes it hard to find a rhythm, turning moments of tension into occasional frustration. Where Thief of Thieves succeeds most is in its narrative design and character development. Celia’s journey is written with nuance, exploring her internal conflict between loyalty to her mentor and her desire for independence. The supporting cast includes a colorful mix of professionals and opportunists, each contributing to the web of lies and alliances that define the story. The writing does a good job of giving every character a distinct personality, and the branching dialogue choices allow for subtle variations in tone. While these choices don’t always have dramatic long-term consequences, they create the illusion of control in shaping Celia’s relationships and reputation. The story unfolds in a satisfying episodic structure, with each chapter ending on a cliffhanger that propels you forward. The pacing is brisk enough to keep you invested, and the narrative focus ensures that the emotional stakes remain at the forefront, even when the gameplay falters. However, the technical and design shortcomings are hard to ignore. Performance issues—particularly on certain platforms—undermine the game’s fluidity. Frame rate drops, stuttering animations, and occasional crashes can interrupt the immersion, especially in a genre that thrives on tension and precision. The camera, while cinematic, can sometimes work against the player, obscuring critical lines of sight during stealth sequences. Artificial intelligence is another recurring weak point; guards occasionally fail to react logically to player actions, alternating between hyper-awareness and inexplicable blindness. These issues, combined with simplistic mission objectives, can make the gameplay feel more like a guided narrative rather than an interactive stealth experience. While the developers clearly intended to prioritize story over mechanics, the imbalance leaves players wishing for more depth and agency. Despite these flaws, Thief of Thieves: Season One has an undeniable charm that comes from its presentation and storytelling. The atmosphere it builds—a blend of noir intrigue and sleek European heist fiction—feels distinctive. It succeeds in evoking the allure of the criminal underworld, portraying thievery not as a power fantasy but as a craft that requires wit, timing, and teamwork. The short, episodic format works in its favor, allowing the game to maintain focus and avoid overstaying its welcome. For fans of the comic series or those drawn to narrative-driven games like Telltale’s The Wolf Among Us, this title offers a comparable mix of stylish visuals and character-driven drama, even if it never reaches the same level of polish or emotional weight. In the end, Thief of Thieves: Season One stands as a well-intentioned experiment—a game that places storytelling and aesthetic fidelity above gameplay complexity. Its world and characters are compelling, and its visual identity is strong enough to leave an impression. Yet the uneven mechanics and technical roughness prevent it from fully realizing its potential as a great stealth experience. It’s a game best appreciated as an interactive crime drama rather than a pure stealth simulation, rewarding those who value atmosphere and narrative over mechanical challenge. While it may not redefine the genre, Thief of Thieves delivers a solid, if imperfect, exploration of what happens when style, story, and moral ambiguity collide in the world of high-stakes crime. Rating: 7/10
Decent
Um jogo com excelente estilo e narrativa! O estilo de desenho em quadrinho criam um ar 'épico'. Você se sente em missôes a lá Missão Impossível. A dublagem (em inglês) é muito boa, a história envolvente. O gameplay é um tanto fraco. Tive vários problemas com a câmera. Me diverti e terminei o jogo. Recomendo
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