The Thief series is a collection of stealth video games where the player controls Garrett, a skilled thief in a fantasy steampunk world that combines elements of the Late Middle Ages and the Victorian era with more advanced technologies.
The series includes Thief: The Dark Project (1998), Thief II: The Metal Age (2000), Thief: Deadly Shadows (2004), Thief (2014), and Thief VR: Legacy of Shadow (2025). A version of Thief: The Dark Project called Thief Gold, released in 1999, added three new maps and fixed several issues. Looking Glass Studios created both The Dark Project and The Metal Age. After the studio closed in 2000, some former employees joined Ion Storm and helped develop the third game, Deadly Shadows. Later, Eidos-Montréal took over responsibility for the Thief series. Critics have praised the series for its quality.
Gameplay
The Thief series is played from a first-person viewpoint in a 3D world. The main way to play is to avoid fighting enemies. Instead, players move quietly through the environment to complete goals, such as sneaking past enemies or subduing them without making too much noise. The games are sometimes called "first-person sneaker," "sneak-em-up," or "first-person looter" to highlight their focus on stealth. It took time for the game to be classified because 3D stealth games, like Tom Clancy's Splinter Cell and Assassin's Creed, became popular only after the first Thief game was released.
A key feature of Thief is the use of sound in gameplay. Sound effects help players know when other characters are nearby and how much noise the main character, Garrett, makes while moving. Too much noise can alert guards, making them search for intruders. To avoid being heard, players can walk softly, avoid noisy surfaces, or use moss arrows to create a quiet path.
Light and darkness are also important strategies. A meter at the bottom of the screen, called the "Light Gem," shows how visible the character is. Moving in shadows or crouching makes the character harder to see. Walking in open areas or holding a weapon increases the chance of being spotted. Players must watch for light sources, guard patrols, and terrain types to find hiding spots quickly. A light source, such as a torch or gas lamp, can be turned off with a Water Arrow, creating a dark area for hiding. Electric lights can be turned off using switches or buttons, but Water Arrows cannot turn them off. In Thief: Deadly Shadows, players can extinguish a lit candle by pressing the use button. Guards or civilians might notice if a light is turned off or if something valuable is stolen.
Exploration is another key part of the game. Players can freely explore environments in most missions, especially in the first two Thief games. They can choose how to handle AI-controlled guards, such as using a blackjack to knock them out without killing them, a sword to fight directly, or broadhead arrows to kill enemies from a distance. Other tools, like water arrows, rope arrows, and moss arrows, are also available. Players may also choose to avoid all confrontations entirely. "Ghosting" is a strategy where players complete missions without being seen, heard, or leaving any evidence.
Games
Thief: The Dark Project was released by Looking Glass Studios in late 1998. It used a special game engine called the Dark Engine that the company created. A later version of the game, called Thief Gold, fixed some problems and added three new levels. These levels were based on ideas that were planned for the original game but not included because of time or money. Thief Gold also included extra materials, such as a tool called DromEd for creating game levels, a video showing how the game was made, and a computer theme for Windows 98. At the time, Looking Glass Studios was working on a similar re-release of Thief II: The Metal Age, called Thief II Gold, but the company closed in 2000.
Looking Glass Studios released the sequel to Thief in early 2000. Thief II used the same Dark Engine as the first game. The game had a similar look and feel, but some areas had changes in design and technology because of events from the first game. Small improvements were made, such as colored lighting. The basic gameplay was similar to the original, but new features were added, like a remote eye camera. The number of ways computer-controlled characters acted was also increased. The game focused more on typical thief activities, such as stealing from wealthy people, rather than fighting monsters. Most monsters from the first game were only seen as trophies in mansions or as a few zombies and ghosts. The designers said that in Thief II, levels were created first, and the story was adjusted to fit them, unlike the original game. Thief II Gold was a planned re-release of Thief II: The Metal Age, but the company closed before it could be finished.
Thief: Deadly Shadows was a major change from the first two games in the series. It was developed by Ion Storm, a different company, but many of the same people who worked on earlier games were involved. The game used the same engine as Deus Ex: Invisible War, which was based on the Unreal engine. Unlike the first two games, Thief: Deadly Shadows was developed for both Windows and the Xbox at the same time. These changes made the game look and play very differently from earlier games. One new feature allowed players to explore the game world freely between missions, where they could steal from people, watch daily life, and find side tasks. Unlike some other games, the city was not one big map but made up of smaller areas connected by special zones. The game also allowed players to switch between first-person and third-person views and to flatten against walls. The lighting system was improved to show moving shadows and light, which affected where players could hide. Other changes included better computer-controlled character behavior, such as guards noticing missing items or open doors, and a new way sounds traveled in the game.
Thief is the fourth game in the series. It was developed by Eidos-Montréal and published by Square Enix. Starting in 2008, people talked about a new Thief game that was supposedly being made. Eidos-Montréal’s leader, Stéphane D'Astous, mentioned in an interview that the company would announce a new game starting with the letter "T" within a year. The game was officially revealed on May 11, 2009, and was called Thief 4.
Thief VR: Legacy of Shadow is the fifth game in the series. It was developed by Maze Theory and published by Vertigo Games in December 2025. This game features a new character, a girl nicknamed Magpie, who uses a mechanical eye that belonged to Garrett. The game is only available for virtual reality headsets like Steam VR, Quest, and PlayStation VR2.
Setting
The universe of Thief is a dark fantasy world centered on a large, complex city called "The City." This city somewhat resembles 18th or 19th century London but has a medieval culture shown in its buildings, clothing, and social system, which is similar to feudal times. Firearms are not used, but magic is common. The city is a steampunk setting where a corrupt group of nobles, a religious group, and angry forest creatures fight for control, all watched by a secret group. The world is very superstitious, and supernatural beings, including many undead, are common. Technology includes electricity used for lighting and industry, but no other advanced tools. How electricity is made is unknown. Electricity was widely used 50 years before Garrett was born, but the steam boiler was invented just before the events of Thief II: The Metal Age. The story takes place hundreds of years after the first games, with more focus on "The City." Garrett works in the city's underground economy, earning money through theft. Sometimes, he leaves the city to rob mansions, prisons, or graveyards.
Characters
The following characters appear in multiple games. Information about other characters can be found in Thief: The Dark Project, Thief II, and Thief: Deadly Shadows.
Garrett is the main character in the series. He first appeared in Thief: The Dark Project. He was trained in secret by a group called the Keepers to join them, but instead, he used his skills to become a master thief. A new version of Garrett was introduced in the 2014 reboot. This version has different goals and personality traits compared to the original. In the first three games, Garrett was voiced by Stephen Russell. In the 2014 reboot, he was voiced by Romano Orzari.
Ken Levine, who worked on the story for Thief: The Dark Project, wanted the game’s world to feel familiar to fans of fantasy stories but also to have a style similar to 1970s movies like Blade Runner and Chinatown. He created a character named "Palmer," a private detective hired by a woman. At the time, few video games had anti-heroes—characters who are not traditional heroes but have complex morals. As the character evolved into Garrett, Levine wanted to explore how dark Garrett could be, including taking dangerous jobs like assassinations. However, other developers suggested making Garrett less extreme, which frustrated Levine. He later agreed that this change was the right choice. Garrett’s design was based on a previous project called Dark Camelot. Originally, he looked more like a knight, but his appearance was changed to fit the fantasy setting and make him look more rugged.
A new version of Garrett was created in the 2014 reboot. Randy Smith, a designer from the original trilogy, suggested the studio create a new character instead of using Garrett: "Why not make your own character? If you want to expand the franchise, show a different person who is like Garrett but has their own traits." This idea was not used, but it showed how the developers wanted to explore the world further.
Garrett was praised by critics. In 1999, GameSpot listed him as one of the top ten heroes in gaming, saying he has a noble heart despite his dishonest methods. In 2009, he was among the 64 best video game heroes. In 2010, GamesTM called him one of the greatest characters ever, noting his cynicism and mystery. In 2011, Empire ranked him as the 29th greatest video game character, comparing him to a medieval version of Han Solo. In 2008, PC Zone praised his sarcastic humor and called him a "medieval Sam Fisher." In 2012, IGN called him a "true anti-hero" with a strong sense of honor. In 2021, PC Gamer ranked him among the most iconic characters in PC gaming.
Viktoria (voiced by Terri Brosius) is a wood nymph in the series. She was the main enemy in Thief: The Dark Project, as she removed one of Garrett’s eyes. Later, she and her followers became allies in the fight against the Mechanists. At first, Garrett did not trust her, but over time, he respected and cared for her, which was unusual for him. They grew close, and Garrett even risked his life to save her. This level of care was rare for Garrett, who usually kept his distance from others.
Viktoria was also praised by critics. In 2000, GameSpot listed her as one of the ten best female characters chosen by readers. In 2007, Tom’s Games included her on a list of the 50 greatest female characters in video game history, noting her change from a villain to a kind ally. They also suggested Naomi Watts would be a good choice to play her in a movie.
Game editing
When DromEd, a map editor for the first two games, was released, fans started creating many missions for those games. These missions, made by players, are sometimes as complex as the original game missions. Other fans can play these missions using a special tool called a loader. Later, in February 2005, T3Ed was released for the third game, Deadly Shadows, after fans wrote letters to request it. This editor lets players design levels with all the objects found in original missions. It also allows players to add items that can be taken, lighting, and other features that change how the game is played. Human characters and creatures from different groups can be placed in missions, and their actions, like moving along patrol routes, can be set. These missions can then be shared with other players, who need a loader to play them.
Film
In 2016, Straight Up Films obtained the film rights to Thief with plans to create a movie. Adam Mason and Simon Boyes were chosen to write the screenplay. Sandra Condito, President of Production at Straight Up Films, worked as an executive producer alongside Khalid Jones from Source Rock and Square Enix. Marisa Polvino and Kate Cohen from Straight Up Films produced the project with Roy Lee and Adrian Askarieh.
In 2015, Adrian Askarieh, who produced the Hitman films, said he wanted to manage a shared universe of Square Enix films, including Just Cause, Hitman, Tomb Raider, Deus Ex, and Thief. However, he admitted he did not have the rights to Tomb Raider. In May 2017, reporters from Metro UK’s Game Central noted that the shared universe idea seemed unlikely, as no progress had been made on films for Just Cause, Deus Ex, or Thief.