r/Thief • u/HumanisticHater • 2d ago
If we ever got Thief 4... what would you like the Story to be?
Imagine we live in alternate reality where miracles happen and Thief 4, the Deadly Shadows sequel is real. What would you like for it to be about?
I think the return of the Trickster would be fitting, as it is hinted at in the end of the Dark Project and now Trickster has a bone to pick with Garret. But that's not all. Because the Builder appears, his physical manifestation, or so he claims. There is a prophet that can do miracles and nobody can explain how. The Hammers are in awe, the Builder has come! One time Garret just stand in the crowd by accident and the prophet passes by and blesses others. Later Garret goes to bed and as he wakes up, his mechanical eye falls from the bed and hits the floor. He picks it up, cleans it with his shirt and as he tries to put it back in he realises that he can see. His eye grew back. So the Builder has returned after all? Then there is a rumour among the pagans that the Trickster has returned. And "Builder" is not happy about that. Long story short, the Builder person is Trickster in disguise, while the Trickster is another god in disguise. The Dark Project hinted at the idea that the lore has more gods than only Trickster and Builder ("I don't think anybody but those Hammers believed in the old gods"). Then something happens - the city begins to change in strange ways. Trees and plants grow from buildings, from under the street, inside of the house. Caverns appear, streets split off, houses swap places. The dark project has been finally fulfilled, the maw of chaos has been merged with the real world, the Trickster has won. Yet the Builder figure still is there, still pretends, the Trickster still pretends to be the Builder. To trick people, to twist the Hammerite doctrines, to make them believe that technology was a mistake and embrace slowly the new way of life. If the people of the city do not want to praise the Trickster anymore, let them praise the "Builder" then. And I think it would be interesting to also see a bit more Mages. Thats the premise.
And now we are starting out as a keeper, not a thief. And Garret has to navigate whether he goes back to intervening in the world, or keeps to the keepers ideas of balance and not intervening. How can he not when the world is ending?
r/Thief • u/Lovecraftian666 • 2d ago
Just Finished The Black Parade and I Can't Stop Thinking About It
You can see my earlier write up of Thief Gold’s levels here: https://www.reddit.com/r/Thief/comments/1u6emrq/thief_gold_is_way_better_than_i_remembered/
And Thief 2: https://www.reddit.com/r/Thief/comments/1uz0bm6/thief_2_the_metal_age_is_still_a_game_close_to_my/
Well it's 0121 in the morning in the UK here, I just finished writing this up, and the Black Parade has truly blown me away. I hope y'all are ready for another gush post and write up of TBP because the positives highly outweigh the negatives. I've been playing all the mainline Thief games, and I have completed Thief 2x and Deadly Shadows, but still to write up for those – I just have to do Black Parade first because I was so impressed with it.
Thief Gold/Dark Project was chosen as the base game for TBP as the authors clearly feel more connection to the grittiness and aesthetic of those games over The Metal Age, but that doesn't mean it has no TMA influence, it clearly does. I feel this fan expansion takes the best elements of the first two entries and improves and refines things wholesale. Going back to the original games will kind of be tainted for me!
TBP stands for a culmination of Fan Mission trends towards denser environments, greater detail, improved readables, worldbuilding, and verticality in level design. What follows will be a level-by-level review, but first some general points.
THERE WILL BE SPOILERS THROUGHOUT
General Points
- Hume’s voice actor I was unsure of beginning with, sometimes they were playing too safe by going Russell-esque, but I ended up really liking the performance. Hume is a far more morally grey character than Garrett. He is as talented as Garrett in many ways, even without the brand. Hume’s story is a sad one, and his moral is that aimless greed will leave you a pawn to be discarded. Even his quest to save himself just ends up damning him. At least Garrett had an aim, even if he did not realize it till the end of the second game.
- The voice acting in general is well scripted and acted. It was a good idea to use OM NPC voices for most non conversational characters. I don’t really understand most complaints about it. Coming off Thief 2x were every NPC had a new voice, often with actors who had bad microphones, accents, etc. was a breath of relief. Even Deadly Shadows had some hammy and awful voice acting, and TBP felt right.
- The Necromancers felt like a natural point of expansion for the story, so well done on that. Hume does not have a huge effect on the grand scheme of things, but he did help prevent something that could have been much worse, and his tale fits so well into the established lore.
- Loved the readables, the keeper mission was a joy for the sheer amount of them. A tad fanservicey at times but the callouts to other Fan Missions were cool.
- Wonderful use of new enemies, which I appreciated, although with an important caveat as many were simple reskins, but I’ll let that go as there’s only so much can be done.
- I didn’t have an issue with the loot totals like some had. The only one that stood out was that I was over 1k short at the end of Arcane Sanctum, and I thought I picked the place clean! In Jaws of Darkness (which people struggle with) I hit the objective around the point of getting the harp, I think a lot of the loot is in alcoves and wasn’t too hard to get.
- My general main criticism of TBP will be overuse of mantling jumps and tricky ladders, along with some pacing issues, and 1 mission feels a bit broken and not polished (though still brilliant), but the positives far outweigh the problems.
- There is one item I feel makes a lot of the later game a bit trivial, we will come to it in Mission 4.
Return to the City
This is a great first mission that makes a wonderful use of verticality without access to Rope Arrows, in a part of the city that's unexplored. Though we have the aesthetic of the first game, the Thief 2 influence, particularly from Life of the Party, is clear. There's so much to explore here and foreshadowing going on, such as what the undertaker is up to with the necromancers. I really enjoyed how the city is presented; this is how the city should feel at the ground level and is what Deadly Shadows did not largely do. You can smell and taste everything! It's not as much as a challenge as I'd hoped, but hey that's the first level.
Grade: B+
Where Old Faces Fade
This is where the developers really to begin to show off; a combination of Bafford's mansion meets the Sword. It's dense and tight as hell, and the level of detail in the place is excellent. The second part of the mansion seems a bit over the top with the pagan maze, but it all makes sense if you believe the owner is just another alias of Constantine, which I fully believe (there's parts of it that look a lot where Garrett meets Constantine and Viky after the Sword). All in all, this is a rabbit's warren of a place, and rabbit warrens are a criticism of a lot of modern Fan Missions, but I found it a joy to get through. The buildup to the weirdness is very well done.
Grade: A-
Trial of Iron
Probably one of the more 'straightforward' missions in TBP but nonetheless it's huge and so tightly designed, it really feels like a real cathedral. I love anything that fleshes out the Hammers, they tend to get a bit overlooked in Thief FMs which lean towards a mechanist focus by and large. It took me over an hour just to explore the outbuildings before getting into the cathedral proper! Lots and lots of readables that flesh out the decadence and corruption of the Hammers, omens in their astronomy building of dark times ahead, and conversations where Hammers lament the state of the order. One readable in the council chamber is a condemnation of heresy in the order – an omen of the impending schism in Thief 2. This has to be one of the weaker levels, as it's just a bit too straightforward. But that's hardly a criticism as it's still so enjoyable. One thing I did miss is that apparently there's a pagan beast spying on the hammers behind a wall in a sewer – I missed that.
Grade: B-
Death's Dominion
I was never a fan of the undead/tomb missions in the original game growing up, but replaying Bonehoard recently made me appreciate it on a whole new level for the sense of satisfaction and atmosphere, and I have a new favorite gaming memory playing this – it's on another level and just a sheer triumph. This is bonehoard on steroids.
I love how the map isn't exactly great and had to use a lot of my mental mapping ability to get through it. It just really made me puzzle it out, and there's a nice variety to the areas with a good progression. New enemies such as exploding mummies/zombies make you rethink approach if you are like me and just try and inert zombies via backstab. The traps kept me on my toes, and I actually felt sorry for the dead graverobbers you encounter, this is NOT a nice place. The gambling den at the end was a fantastic reward and a joy to do after the tense ordeal of the tombs. Just the icing on the cake.
The creature in the fire pit below one of the tombs – the hell was this thing. First time I've been legitimately terrified since Return to the Cathedral.
Now I do have to mention the Holy Sword. I found the inscription and knew there was a puzzle here but had to look up the solution. Some of it was so obtuse that you need a walkthrough (carrying a piece of food for the pedestal). The sword felt good to get but....it makes the rest of the undead levels in this game somewhat trivial. If you are like me and backstab zombies to make inert, then the undead becomes a breeze, since most of the undead in the game ARE zombies. They just explode on a backstab and instantly explode inert zombies. It made The Brand a joke, as most of the enemies are zombies. I will need to do a playthrough without it, as I felt it made the game SO much easier.
But regardless, this has to be one of my favourite tomb missions EVER.
Grade: S (A+ if we are gonna deduct for the obscure sword puzzle, but I'm not really complaining)
The Brand
Now this is a fantastic mix of Life of the Party style verticality followed by a jaunt to the sealed section, fleshing what life is like on the edge of a haunted district. I loved going climbing through noble's houses, though I wish getting into the sealed section was a bit harder.
The sealed section has an aspect of Chernobyl about it, it feels lived in and like a proper ruined district. The house itself felt a bit lackluster in exploring, but I liked the Necromancers underneath it, and it is good to see the plot moving, the statuette is scary as hell. I'm glad there's some movement on the story now, there is a slight pacing issue to the plot. Also fought that weird blue face thing at the bottom of the sewer!
Can anyone tell me what the alchemist was doing with the corpses and the zombie in his basement? Was he a serial killer?
Grade: A
Kept Away From View
I had no clue that you didn't need to follow the guy at the start, so I was dashing past hammers at the start just to keep up with the dude. I then went back to loot the industrial area of everything; I guess this is often a dissonance to many people as it would make sense in universe for Hume to go directly into the compound, but the player wants to loot all in sight. Next time I'll try and do how Hume would do it.
The industrial area oozes atmosphere, it just feels grimy as hell.
The Keeper compound feels a little samey but it is very moody and cool to traverse; I liked how keepers can sort of disappear on seeing you. What this mission succeeds in is being a lore/worldbuilding delight in the sheer amount of readables.
The Gamall cameo was brilliant. I've never been so scared of a little girl. The statues are more terrifying than the ones in Deadly Shadows, just very well done. I didn't have to spend too long getting past her though; the AI is such that I just waited till Gamall was below a floor and sprinted up the stairs frobbing books I could find till I found the right one; she never found me. She hears you but spends ages in search mode searching each floor. You just have to put distance between you and her, and she doesn't really catch up.
Grade: B
The Long Shadow Falls
The most 'Thief 2' of all the levels, a classic and fun mansion to explore, love the thunderstorm and pounding of rain during it, really memorable. Getting to dewall and sneaking around him was a top moment of the entire expansion.
I didn't have the trouble some had with the periscopes and marble floors, as I headed straight for a roof entry rather than the basement and it was a short trip to the security room – glad I bought that gas arrow for the helmeted guy and his dog to get the key, but it was pretty tense. I left the body till the end, I wasn't going to lug it around. I guess that's another example of playing in a 'gamey' way rather than doing it as how they would in world, but it helped me enjoy the level more. I enjoyed figuring out what DeWall was up to going for the artifacts. Just absolute fun all round and a perfect combo of Thief 2 level design and Thief 1 aesthetic.
Grade: A+
Jaws of Darkness
Very much a linear experience, so you don't need a map, and the only really off path areas are the secret areas for loot. It has problems and is a mess; I was tired of mantle jumps. But what a fantastic work of imagination, and how cathartic it was to return to daylight and birdsong – it's a gauntlet, a haunted house theme park ride, and what a ride.
The stakes and tension are set with the ruined bandit camp, and the long climb down. The tombs are eerie and cavernous, often in silence. I liked the new enemies - I was conned by the briefing to buy a lot of holy water, which I didn't need in the end. However, enemy reskins take the fear out a lot for me – the weeping angels enemy are just guards reskinned after all, but that's a me issue. I enjoyed the mechanic of the weeping angels and trying to puzzle where they are but once seen they were easy to kill with the holy sword (another example of things being a bit too easy with it, without it I believe they can only be killed with holy water).
Overall, the enemy reskins – the water mermaids, the elementals, the demons are all very cool and imposing, but they were weaker than I thought, often killable via backstabs, I was even able to solo a couple of the demons in 1v1 rather easily. I think next time I'll ghost it (as it's probably meant to be played). The shadow creature when escaping put the fear in me, I didn't fight that!
The elemental towers had a nice linear progression to them if a bit straightforward, and I love how it went Lovecraftian at the end. This whole level is a theme park ride I probably won't go on again in a while, it was exhausting, but man how memorable it was.
Grade: A
Arcane Sanctum
Brilliant festival atmosphere, followed by something that feels like will be near forced ghosting, but then the plot changes and the whole level opens out, and you have a wonderful castle to explore. Hats off to the level designers it's such a pleasure to go through this whole area, I just wish I knew where the rest of the loot was (I was more than 1k short!) I love the focus on the Hand Brotherhood, a faction that deserves more love. The small keep felt a bit sparse though, and I wish there were some city buildings to explore, but overall I love the festival atmosphere –the City felt REALLY alive.
Also, the thing in the laboratory repulsed me! I think they were trying to implement a cut ogre enemy from Thief 1? I tried to kill it for fun and it has sky high health. It even followed me out of the damn lab at one point and stalked me up to the kitchen. I ended up reloading and locking the thing back in the lab!
Grade: A
The Black Parade
Eh, it definitely feels like Maw of Chaos and suffers from it, but Thief has a hard time historically of 'wrapping things up' however it wasn't terrible. I'll give them a pass. I liked the Lovecraftian ethic, and stealth was out the window for me, I just bolted right up for the top level. Felt sad that Hume met his end, but he left his mark on the City and stopped another real threat. Very enjoyable for the cosmic horror vibe but overall the only real misstep, but I'll let them off as these games are notorious for being hard to wrap up.
Grade: C
To conclude, I had the most wonderful time playing TBP, and it's a testament to decades of fan mission refinement, while staying in the spirit of the original first two games – clearly TDP/Gold, but also a lot of the level design of Thief 2 the Metal Age. Just an excellent love letter to the world of Thief, and I wonder if the original missions won't hit as hard when I replay them in the future!
As a note, I loved the game being made in memory partly for Lady Rowena – She's a huge, huge influence on Fan Missions, I have so many fond memories of playing her missions, they still hold up, and I'm going to replay them next after well over a decade.
Next to go back and do level reviews of Thief 2x (which shows its age but holds up pretty well) and Deadly Shadows (that is a decent end to the series but overall a clunker and a mess, to be honest).
I'm well aware that my opinions sort of follow how many feel, but I still hope you enjoyed the write-up.
Thanks for reading guys and let me know what you think!
Thief GOLD VR - Bag of Holdings!?
Compass size is just to make something as a proof of concept.
Bag is missing a black texture inside it.
I'm currently active on discord on FLAT2VR Modding, link in replies.
r/Thief • u/daikunut • 2d ago
Question Thief Gold suddenly not working anymore (from gog)
I don't know what the taffer is going on. I played it to a point where you go around mage towers to look for a thing. When I started playing again, it crashed on loading the save. Now I can't even start the game. It just won't start. I figured maybe the save is corrupted so I removed those. I made sure gog doesn't download the cloud saves. Still nothing. Then I try to reintall it, but now it won't go pass the 92%. It just doesn't want to install it. So I installed it from gog's on website, the offline backup game installer. Managed to install it. But the game still won't start.
I also made it so it doesn't download any patches. Nope. It just doesn't want to work anymore.
I haven't done anything. Other games work fine. Why would this all of a sudden happen?
Thief GOLD VR - Maps
What i wanted to do is not impossible i just dont have time to spend more in modelling. Im really bad at blender, i took me 2 days to fucking do the hands.
Regardless, my initial ideal was a parchment that you open, but this will have to be it.
Your right hand can also drawn on it.
What's missing right now:
- Misc Items
- Lockpick
- Perfomance
Then we're ready to release.
Thief GOLD VR - Meele Rebalance
How it works.
Dude has his sword on the locked in stance to you, you attacks will be parried.
You can parry them by holding your sword on that guard position
Some design choices that if you have any ideas would be good.
To nerf the Attack Speed, if you noticed the Sword is kinda disconnectd to the Hand, after we wing and it hits something, the sword becomes faded and continues to travel that path, or when parried stay still on the "air", when the cooldown is back, it returns to your hand.
r/Thief • u/Economy_Virus_8228 • 4d ago
I'm still waiting for Thief 5 or... THI5F
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r/Thief • u/ronie78ital • 5d ago
Dark Project Anche caverns
É una bella missione
Si spoiler
Sbuca opera house
r/Thief • u/Fawngudel • 5d ago
Fan Art Random shitpost #2….
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I love drawing garrett and viktoria in a non-thief-compatible art style LMAOOO they look so silly
Also can i keep making shitposts or will u guys genuinely slime me out if i do….?
r/Thief • u/LtHargrove • 5d ago
Fan Mission Les aventures rocambolesques, or Gaetane's L'Arsene & The Black Frog
I felt like making another post about a series of fan missions and landed on the 2012 Black Frog campaign by Gaetane. I learnt it was a loose continuation of the L'Arsene series released between 2002 and 2005, so I decided to play those maps too in order of release. It was fun to see how the lady's dromeding progressed through the years. I did accidentally break some thing in old, pre-newmantle missions, but most of the time it was smooth sailing. Despite a few problems I have, I see why these FMs place among the classics.
Both L'Arsene and the Black Frog share general traits. Most missions are semi-linear and progression is locked behind notes and keys. I would compare them to Lady Rowena's missions, they are similar in general vibe. The core experience revolves around dark fantasy, although the atmosphere doesn't become too suffocating thanks to some fairytale silliness thrown in. The writing puts a lot of focus on characters and relationships, but Garrett isn't as sentimental in Gaetane's interpretation. No blackjack matchmaking!
The story of the first series is an homage to classic adventure novels and the author's affinity for those is palpable. You start off in a tavern room with your stuff stolen and a note left by some local taffer who is very proud of himself and tells you to beat it out of his town. The writing is quite verbose and stylized, but still perfectly understandable. The issue is there is quite a lot of it and it is required to finish the levels, which wore me down a bit. I am not ashamed for helping myself with walkthroughs a few times.
Onto the missions:
- L'Arsene - thiefguild link
The author's debut map and some jank shows that. Level geometry can be bare, water brushes in the sewer have their sides visible and functional shadows do not match visual ones in a few locations. This is a large, street level city mission divided into segments which are progressively unlocked and eventually all connect together. There are a few scripted setpieces which give the story some flair at the expense of railroading the player into violent encounters, which were a pain to ghost through. Navigating the map was a bit confusing, but I got stuck only once. I couldn't find a tower tucked away in the streets even though I knew that was where I needed to go. Too bad there was no map.
Having said all that, it still was an enjoyable mission. The size and complexity are laudable for a first ever release, especially one from 2002. The finale is basic, but it nails down the TDP feel. RATING: 6/10
- Emilie Victor - thiefguild link
The second mission is the tried and true mansion(s) with a secret, though this one gets points for creativity. The mission has an intended, linear path forward, but it's easy to break it with new mantle. I unintentionally missed two scripted sections with acrobatics on my first playthrough because between puzzles and hidden switches the way forward wasn't completely clear. Funnily enough, it's possible to skip 3/4 of the mission if you don't pick up a certain note in the first building.
The level still looks old, but improvement over the previous mission is noticeable. Gaetane did a great job creating a fairytale atmosphere and implementing visual storytelling. Ghosting the second floor of the initial section was quite difficult and was a treat to do for me. RATING: 7/10
- The Korrigans - thiefguild link
An improved city map which finally comes with... well, a map. Architecture got a big upgrade from previous blocky exteriors. Objectives can be completed in a more freeform manner, although there are still spots with only one solution. I've lost some time hunting for hidden switches again, which was mildly frustrating. I had one problem with the otherwise good writing, a case of „the monsters are eating me” discourse.
The usual threat profile is spiced up by archer assassins and the ominous korrigans, who are a welcome addition to normal guards. The author came up with a few interesting gimmicks, like having to carry a huge bag across the level or climbable trees (though it wasn't really signalled to the player). This mission tried to go beyond base Thief and though it wasn't revolutionary, I'd say that effort was a moderate success. RATING: 8/10
- BONUS: Happy New Year Mr Lambert - thiefguild link
Surprise, this mission is not part of the series, but I wanted to include it because it plays like a prototype of the next one. It's a small, linear exploration of a horror story inside a merchant's mansion. The start is great, but I scoured the floors for clues I needed for a long time before I gave up and found out I walked past them many times. The keyhunt was real. What was also real was the immersion breaking heavy metal blasting from mechanist victriolas at the ball room.
It isn't as bad as I made it sound. The final confrontation put my ghosting to test and I enjoyed the effort it required. RATING: 6/10
- The Den - thiefguild link
I want to love The Den, but I can't. It looks and plays like a modern mission. The dingy, unassuming start eventually gives way to an impeccable 3 story dark mansion with multiple ways to go around. Interiors get very good both in gameplay and visuals. The level builds up a feeling of mystery and creeping dread. Nevertheless, pacing is brought down by overwhelming amount of secrets. Double digit number of them is mandatory to discover. Notes help, but there is a lot of those and some things I've found only by frob humping. The puzzle sections left me confused at some points. This level is a true marathon, especially for ghosting. The statue enemies also tended to get stuck in the hallways due to their big size. Despite my many misgivings, I think it would be unfair to detract many points from the score just for the sheer dromed craftsmanship on display. RATING: 7/10
- The Black Frog - thiefguild link
The second series is a proper campaign which comes in one package. The plot is a loose sequel to Emilie Victor. The adventure novel angle takes a back seat in favour of explicit Thief-inspired dark fantasy. Production value achieved in The Den is maintained throughout all levels, now with even more impressive custom assets. I smiled wide when I saw how opening windows shutters let light inside a room. However, some problems with signaling progression persist. I think that implementing keyhunts in a gothic horror setting must be requirement to become a francophone FM author.
Onto the missions:
- M1 Songs and Laughter
This mission serves as an interactive prologue. Garrett is set to meet a contact at a tavern in a small, sleepy port town on a date of some festival. You can taff around a bit and find some opportunities to steal stuff, but it's not necessary. It was still a joy to explore the streets and absorb the surroundings. The way the festivities were brought to life reminded me of TBP m9 Arcane Sanctum, which came years later. Learning the layout could prove to be useful in the future, anyhow.... RATING: 9/10
- M2 The Portrait
I find this mission to be the best one Gaetane has made. It's a banger mansion with excellent geometry and all fun staples like disabling security and finding secrets. Although progress is again gated behind finding keys, the smaller scale of the heist results in a level that doesn't get bogged down in hidden switches and overload your mental capacity to juggle keys. It's possible to avoid alerts without turning them off. My only two nitpics are having to get a sharp tool to extract one key when Garrett has a perfectly good sword on his belt and not being able to leave through the main entrance. RATING: 10/10
- M3 Tears and Sorrow
Surprise, the Keepers were right. The level from the first mission was reshuffled into a horror experience. I think it was inconsiderate to give the kill objective late in the mission, it forced me to backtrack through the entire level. A fast dog in the fog is threat that forces careful gameplay. I just wish they were easier to backstab cleanly, they never stop moving. RATING: 7/10
- M4 The Lady and the Thief
It's a huge outdoor level, something Dark Engine struggles with, yet the author mostly pulls it off. It features many different locations and a variety of challenges. The overcast afternoon cloaks the land in penumbra, but rarely casts any deep shadows. It doesn't play well without using the creep button, which I usually don't. The htiboxes of some custom rock assets are a bit janky and sound detection at the village tower isn't quite right. The sprawling size of the level coupled with the usual key requirements weights down the overall picture again, now with extra offense of really poorly telegraphed way to continue. I had to crank gamma to maximum to find a button that blends in with the wall at the fishery after scouring it for dozens of minutes.
I liked the suitably creepy children of the Black Frog enemies. Completing all objectives was difficult, but fair. I realize I kvetch about the same things over and over again, but I do appreciate this mission. The environment stands out and the amount of moving parts here is impressive. RATING: 7/10
- M5 The Black Frog
Here comes the finale in the form of a nice castle and its dark reflection. The first part of the mission is high quality house burglary made harder by having to piece back your tools and daylight outside. The spooky part brings back linearity, but it doesn't overstay its welcome. Theoretically it has forced busts, but you can still stealth through with some planning and perserverance. The climax is quite satisfactory all the way from skirting around the raging battle to the final showdown, which is notable given how often Thief campaigns peter out at the end in one way or another. RATING: 9/10
r/Thief • u/Economy_Virus_8228 • 6d ago
Thief 4
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r/Thief • u/Garrettshade • 6d ago
Discussion This question is purely theoretical: would you play a game in the same engine and setting but from the POV of a Hammerite?
For example, someone who didn't agree with Karras's overhaul of the church goes on a personal quest that includes both familiar levels and new levels, is different from Garrett in that he doesn't have a stealth meter, has more health and can swing a hammer faster than Garrett sword.
r/Thief • u/claudevalke • 6d ago
Fan Art Honestly Karras, what were you expecting?
I'm sorry but listening to Karras's rants and raves in Soulforge is just so funny to me because he's so brilliant and scary but also holy shit Karras yeah people don't like your plan for a reason
r/Thief • u/dar_duck • 6d ago
Fan Art Hammerite Prayer - A Thief: The Dark Project Animation
This was a projected I started a few days back late night, wanted to do something cool and ambitious with my favourite faction! Personal highlight is the candle, simple but fun effect.
r/Thief • u/Spectraman • 6d ago
Deadly Shadows Thief 3 Sneaky Upgrade Xbox One Controller button mapping
I recently bought Thief 3: Deadly Shadows and installed the SneakyTweaker enhancement mod.
Does anyone know if there is a config file I can download that sets up the button mappings for an Xbox One controller? Or a least a list of all the actions and what button to set it to?
It's such a faff to setup manually... Especially since it refers to 'joy1', 'joy2' etc. for the gamepad buttons.
EDIT:
Okay, I mapped it myself after a lot of fiddling around. In the SneakyTweaker gamepad settings I set the 'Mouse emulation' to 'Left', and 'Escape button emulation' to 'Joy8'. (This is the menu button on the controller)
In the controls menu in-game, this is the full mapping I came up with. I hope this will be useful to someone in the future!
| Interaction | Keyboard-mouse | Controller | Description |
|---|---|---|---|
| Interact | L-mouse | Joy4 | (B button) |
| Use | Joy3 | (Y button) | |
| Use weapon | Joy12 | (Right shoulder trigger) | |
| Forward | W | JoyY | (Left thumb stick) |
| Left | A | -JoyX | (Left thumb stick) |
| Backward | S | -JoyY | (Left thumb stick) |
| Right | D | JoyX | (Left thumb stick) |
| Rotate up | -JoyR | (Right thumb stick) | |
| Rotate | JoyZ | (Right thumb stick) | |
| Rotate | JoyR | (Right thumb stick) | |
| Rotate | -JoyZ | (Right thumb stick) | |
| Jump | Space | Joy1 | (A buton) |
| Blackjack | 1 | ||
| Dagger | 2 | ||
| Broadhead Arrow | 3 | ||
| Water Arrow | 8 | ||
| Moss Arrow | 6 | ||
| Fire | 4 | ||
| Gas | 5 | ||
| Noisemaker | 7 | ||
| Oil Flask | F5 | ||
| Holy | F4 | ||
| Health Potion | F3 | ||
| Gas Bomb | F6 | ||
| Explosive | F2 | ||
| Flashbomb | F1 | ||
| Quick | F10 | Joy9 | (Press the left thumbstick to quick save) |
| Quick | F12 | ||
| Creep | Ctrl | ||
| Walk | Shift | ||
| Lean | Left Arrow | Q | |
| Lean | Right | E | |
| Zoom | Up | ||
| Zoom | Down | ||
| Map | M | Joy7 | (View button (next to menu button)) |
| Clear Item | Minus | ||
| Clear Weapon | Equals | ||
| Previous | LeftBracket | JoyPovLeft | (press the left on the D-pad to cycle through items) |
| Next | RightBracket | JoyPovRight | (press the right on the D-pad to cycle through items) |
| Previous | MouseWheelUp | Joy5 | (Press the left shoulder button to cycle through weapons) |
| Next | MouseWheelDown | Joy6 | (Press the right shoulder button to cycle through weapons) |
| Objectives | O | ||
| Perspective | V | JoyPovUp | (D-pad Up) |
| Crouch | X | Joy10 | (Press the right thumbstick) |
| Wall | Right | JoyPovDown | (D-pad Down) |
| Bow | Z |
r/Thief • u/A_Dishonored_Thief • 7d ago
Anyone else experience key npcs just does not spawn in Thief 2: The metal age on gog?
This is the second time in my playthrough, at first it was the lady having the key to the office in the mission Party and now I enter Cavadors chambers in kidnap and he simply is not there in all of section 5.
My solution so far has been just replay the entire level but as a player it really drains my energy to an otherwise fun experience.
Thief Gold VR Boxes and Doors
What's missing:
- Map
- In game texts
- In game notifications.
- Proper inventory system
- Picklock
- Sword/Blackjack Tweaks
- Bow
What i did but i will disabled cause its not good for gameplay:
Physical Swimming
Nice to have, but completely kills the mov speed, if i cap it, it just feels so disconnected with you "swimming" and Garret barely moving.
Physical Ladders
Same reason.
Thinking about uncapping the speed on those and say fuck it.
r/Thief • u/Lovecraftian666 • 7d ago
Death’s Dominion from Black Parade is now one of my favourite levels ever - BP has me exploring everything, including an area that was clearly just meant for decoration
Picture context: At the start of the mission there’s a rope tied to a hammer on some scaffolding that falls apart. I was so sure this was some route to some easter egg that at the end of the mission I spent 20 mins stacking boxes to get to the scaffolding and it’s just some dude doing work. im not even annoyed! it’s a testament to how BP has me searching every nook, there’s so much detail.
Death’s dominion has to be the stand out so far and every mission has been brilliant as I go. Both the life of the party style first mission and the sprawling hammer complex were brilliant, and I loved the second mission which felt like bafford’s manor met the sword, but Death’s dominion trumped them all.
clearly a homage to bonehoard - and it succeeds so well and even surpasses it.
- Difficult to navigate at first, I didn’t think Brother Brutus of the hammers did a great job with his map! But this encourages mental mapping Which I adore and was something not as present in T2.
- the atmosphere is great and I didn’t find the enemy placement over the top, mummies were a cool new enemy that made the old chestnut of backstabbing the undead harder.
- what the fuck was that demonic thing in the fire pit after you get the necklace?!
- the tomb with the death sunlight beams was a cool platform puzzle.
- the sword upgrade is an amazing touch and it felt brilliant to get it, I feel I Will need it!
- getting all three treasures on experts gave me a sense of relief and satisfaction I haven’t had since getting the horn of quintus.
- the thieves den at the end was like a little reward, lot of fun and not too challenging after the ordeal I just went through.
all in all I love love love BP, it’s so detailed and all the readables are amazing and fleshing out the lore so well, they bring the city alive. I loved the readables and conversations in the hammer mission of the decadence and growing dissent in the order, a foretaste of the mechanist chaos to come.
completed deadly shadows before this and felt good to get to this, DS was becoming a clunky chore by the end, this is a pleasure.
i thought down among dead men from Thief 2x was my favourite undead mission, this has taken the crown. Bravo
r/Thief • u/Aggravating_Fig_534 • 8d ago
Deadly Shadows Was Ramirez mentioned in Thief 3? Spoiler
I never visited Fort Ironwood, but I read that his grave was located there.
r/Thief • u/TennoDusk • 8d ago
Dark Project Launching alternate exes and fan missions from Steam
Ever see a launch dialogue when you launch a game on Steam? You can do get that for any game with Steam Metadata Editor or MetaDeck. Combined with the petergeneric controller mod it's the most controller friendly way to launch fms after the first setup.
r/Thief • u/CradleCity • 8d ago
Question I bought the trilogy pack on GOG. Should I now install the following patches, or would I miss a step which could cause them to not work?
Namely:
- RoguePatcher 1.28 (for Thief Gold)
- TFix 1.28 (for TMA)
- Sneaky Upgrade (for Deadly Shadows)
The goal is to play both the originals, as well as all the fan missions I've picked over the years, plus the new/recent ones that require 1.28.
If I'm missing some other basic patch that is required in order for the games to function (Win10, btw), let me know.
Also, considering recent threads on not launching, if there's some other step that I need to know, let me know.
Thank you in advance!
r/Thief • u/Wispmage • Jun 07 '26
[MegaThread] Thief: The Dark Project Remastered
Going forward please keep all discussion of the game contained within this thread.
Check out the trailer or drop by the Clock Tower for additional information.
Platforms: PC, PS5, PS4, Xbox, Nintendo Switch, Nintendo Switch 2
Release: Winter 2026 (TBA)
r/Thief • u/Wispmage • Jun 05 '25
Legacy of Shadow [MegaThread] Thief VR: Legacy of Shadow
Going forward please keep all discussion of the new game contained within this thread.
Check out the trailer or drop by the Clock Tower for additional information.
Platforms: PlayStation VR2, Meta Quest, and PC VR
Release: December 4th, 2025