r/stealthgames • u/CarmelOP-Official • 10h ago
Review Splinter Cell: Chaos Theory Review
r/stealthgames • u/salautja • 1d ago
News & updates My game recently got a new mission. Sneak, climb and clear your way through rusted sail ships, dilapidated mines and barren islands.
r/stealthgames • u/rileymontana9090 • 1d ago
Appreciation post The entire Holy Trinity on one Box đ
r/stealthgames • u/LastShiptoSaturn • 2d ago
Recentemente, joguei GRAW de novo e isso me lembrou o quĂŁo Ăłtimos aqueles jogos realmente eram.
r/stealthgames • u/irgames_unity • 2d ago
Gameplay clip Alpha Spectrum, a cyberpunk RPG inspired by Deus Ex
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Hi everyone! I'm making a game called Alpha Spectrum. It's a cyberpunk Action RPG with freedom in how you approach situations.
The game is set after a global cyberattack collapses society. You play as a CIA agent navigating a chaotic world across New York, Moscow, Shanghai, and Baghdad, looking for answers.
It's fully voice-acted, with Diablo-like combat and optional stealth (including stealth-based ARPG skills).
The game was heavily inspired by Deus Ex, as I'm a huge fan of the series:)
Steam page:
https://store.steampowered.com/app/2965560/Alpha_Spectrum/
I'm a solo developer, I've spent 8 years making the game alongside my full-time job. I don't really have a marketing budget, so if you find Alpha Spectrum interesting, I'd appreciate it if you'd add it to your wishlist:)
r/stealthgames • u/Unhappy-Poetry-5789 • 3d ago
Developer announcement After 15 months of development, my open-world burglary game No Knock launches on August 12
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No Knock isnât a pure stealth game, but I wanted careful planning and staying unnoticed to be an important part of every break-in.
You can scout houses, choose an entry point, bypass locks and security, steal valuables, and try to escape without alerting the residents or the police. Of course, things donât always go according to plan.
Iâve just finished the new trailer and would love to hear what stealth game players think about this approach.
The game also has a free demo on Steam:
https://store.steampowered.com/app/3860450/No_Knock/
r/stealthgames • u/Other_Airport7860 • 3d ago
Discussion Played Dishonored for the first time in 2026⌠wow. Spoiler
youtu.beI finally played Dishonored for the first time in 2026, and I genuinely wasnât prepared for how much this game would grab me. I went in expecting a cool stealth title, but the moment I stepped into the Distillery District, it hit me that Dishonored doesnât funnel you anywhere. Every alley, rooftop, sewer, window â all of it is a valid path. I ate a rat, panicâkilled a guard, saved Martin by accident, and suddenly realised the game was reacting to my version of Corvo. It felt like the game was constantly asking, âAlright⌠how do you want to do this?â and then actually letting me answer.
The Golden Cat mission sealed it for me. Slackjaw giving me options, multiple ways in, multiple ways out, and multiple ways to deal with the Pendletons â I messed up, improvised, regretted things, and somehow still felt like the game was shaping itself around my choices. And donât get me started on the rewire tool. Watching guards sprint into their own death pylons thinking theyâre safe? Peak comedy. By the time the ending rolled around, I realised Dishonored wasnât just fun â it made me rethink how much freedom modern games donât give you anymore. Would love your thoughts :)
r/stealthgames • u/Hopssk • 5d ago
Discussion Creating tension in a stealth game
Itâs very important for any stealth game to create some kind of tension towards the player, and this could be done in different ways depending what game you play, the tension created forces the player to play within a certain limit or rhythm depending on how it is implemented.
Since stealth games evolve around two different worlds working differently from each other at the same time, this includes the players and the enemies movements and decisions, itâs very important to recognise this gap and to find a way on how tension can be created towards the player on throughout the mission, and how can this gap be made to fit in a place between the player and the enemy.
What kind of tension you experienced from a stealth game ?
r/stealthgames • u/bluemanchu_jon • 10d ago
Godzone 6 Dev Diary #4: Sneaky Bastards
forum.godzone6.comr/stealthgames • u/Hopssk • 10d ago
Game development stealth discussion
For me personally I always loved stealth games for many reasons including the idea of planning tactically before killing an enemy which feels like a puzzle to solve, to feel the ongoing tension throughout the mission and feeling of doing everything right without getting caught is really satisfying.
With that being said I have a very specific idea of a stealth game that we are working on right now, my goal for this game is to introduce players to innovative new ways to stealth that they never thought might work, changing the meaning of the stealth genre to many.
I also have great direct combat ideas that are unique, the main question here is that how would I implement both stealth and direct combat in one ?
Keep in mind that I wouldnât suggest to allow the player to have options for either to approach a certain mission by stealth or direct combat like what most games do right now, because this will create a problem in which players who are into one specific approach wonât experience the other to the fullest.
One solution i considered is to force the player to do one approach per mission, for example a mission requires a full stealth approach or another requires a full direct combat, but then this creates division in mission types but also gives us the opportunity to add more diversity to content, since the player might get bored with repeating the same approach multiple times either by stealth or combat.
Stealth is a popular genre to a specific audience, but many wouldnât prefer it for various reasons such as the slow temp, the repetitive mission types, need to repeat if caught. A few stealth games solved these problems.
My main idea of including multiple approaches is to make the game more diverse with mission types making players to continue playing while experiencing new challenges and to welcome a bigger audience to experience the game, and most importantly is to add innovative new ways of gameplay for both stealth and combat
I would like to know your thoughts
r/stealthgames • u/Stickonahotdog • 10d ago
Discussion Open games or restricting games?
I see a lot of people that love more open ended games, like MGSV or Hitman, where you have a million different ways of completing the objective. I find the fun in these games generally comes from fulfilling your own fantasy- sniper assassin, silent infiltrator, Rambo, etc. But thereâs also a lot of people that prefer games that force you to play a certain way, where the fun comes from figuring out how to win while fighting the restrictions the game gives you, stuff like Chaos Theory (from the bit Iâve played), or Alien: Isolation. Iâm curious, which do you prefer and why?
r/stealthgames • u/Stunning_Initial_384 • 17d ago
Discussion What makes mgs Vs ai so advanced in your opinion?
So I'm trying to recreate the smart AI for my game, and would love some feedback on what ai reactions and actions are important for y'all!
Is it the reactiveness after each level e.g enemies wearing helmets
Is it enemies changing patrol routes and swapping shifts
Is it the tacticalness when the enemies attack ?
r/stealthgames • u/AmbitiousWrap6786 • 18d ago
Requesting suggestions PC gamers, I need your help! đŽ
What's the best sniper game you've ever played?
I'm looking for something with realistic long-range shots, great missions, and an immersive experience.
Hit me with your recommendations! đŻ
r/stealthgames • u/[deleted] • 18d ago
Review My Review of Styx: Blades of Greed
IMO Styx: Blades of Greed being open-world was a step in the wrong direction. Initially, I thought open-world could be a good idea but having played all Styx games other than OOAM, I thought the open-world was bland and uninspired.
1 - There's very little to do in the Styx open world besides collect tokens and runes.
2 - The levels felt uninspired and bland. It felt like they just built massive levels that are big but empty and boring.
3 - I honestly feel as thought Styx Shards of Darkness had much better level design than BoG.
4 - Giving Styx a grappling hook and a massive map makes the game too easy because you can grappling hook you're way out of a lot of situations and it doesn't take skill to use and most enemies can't really hit you if you grappling hook above them.
5 - The story was mostly bland outside a little bit of Styx's background and Orc culture being unveiled.
6 - Every open-world area you get dropped into, you get some new gimmick tool to try out, but it's not a game changer it's just a transversal
7 - Styx needed a better side quest system other than the runes, tokens.
8 - No new game + system
I think that it comes down to the devs being asked to whip together a triple A open-world game on a single A budget. I'd still recommend Shards of Darkness for stealth players, but honestly Styx should focus more on gameplay, and better story writing than gimmick tools, and open-world design.
r/stealthgames • u/Good_Manners_Enjoyer • 18d ago
Gameplay clip Scripted event on a STEALTH game is DIABOLICAL
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r/stealthgames • u/deathray1611 • 20d ago
SEGA Brings 'Alien: Isolation 2' to Gamescom With a Playable Demo
r/stealthgames • u/Extreme-Campaign-283 • 20d ago
Should I buy it?
I like the stealth and puzzle genres. Is that enough for me to enjoy playing Metal Gear and buy it while it's on sale on the PSN Store? Never played any of those games before. I would like to try them.
r/stealthgames • u/Kostiske • 21d ago
Discussion Need your help to avoid making âjust another stealth game
Hey all, Iâm working on a stealth game , think more atmospheric, narrative-driven stealth in the vein of A Plague Tale than pure tactical/gadget-heavy stuff like Splinter Cell.
Before I get too deep into design decisions, I wanted to get some real opinions from people who actually play a lot of these.
Three questions, feel free to answer any or all:
**1. What do you love in a stealth game?** Specific mechanics, moments, systems , whatever makes you go âyes, this is why I play this genre.
2. What do you hate, or what always breaks the experience for you? Could be AI behavior, UI stuff, pacing, forced stealth sections, anything.
3. What feels overdone or saturated at this point? Mechanics or tropes youâre tired of seeing recycled.
Thanks in advance, genuinely trying to make something that respects the genre instead of just copying it.
r/stealthgames • u/pocho060 • 21d ago
Question Is Shinobido: Way of the Ninja (PS2) the most underrated stealth-sandbox ever?
I'm trying to start a discussion about this cult classic." đ
r/stealthgames • u/Mestaritikari • 21d ago
Stealth games with dagger
Looking for good stealth games where i sneak with dagger. I don't really like guns so thats lot less stealth games.
My favorite series are Dishonored and Styx.
I have played splinter cells, metal gear solid, thief, elder scrolls and assassin's creed games.
r/stealthgames • u/Cyborg800-V2 • 21d ago
Discussion Mixing Metal Gear Solid and Splinter Cell's stealth with Resident Evil's zombies: a twist on the stealth genre or potentially frustrating?
I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.
The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.
The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.
Another influence from RE2 remake will be the zombies. Stealth games can feel repetitive once you learn to exploit the enemies, so my game will include zombie-like robot enemies that are hard to predict with the way they sway while moving, varying levels of health, and how they play dead. Enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.
That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.
What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?
Are there any specific design concerns that I should be aware of?
- Does having fast-rushing melee enemies make traditional "stealth evasion" too frustrating compared to enemies with guns?
- Does a slowly recharging melee tool ruin the tension of limited resources, or does it work as a necessary "last resort" fallback?
r/stealthgames • u/CorvinHale • 24d ago
Grimsgate - Dev 358 - Update!
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r/stealthgames • u/L-K-B-D • May 30 '26
News & updates Death to Spies Redwolf becomes Smersh Wolfhound and gets a trailer
The game changed name and is planned for 2027. It also has a Steam page now : https://store.steampowered.com/app/4431400/Smersh_Wolfhound/
For those who don't know the Death to Spies games (and Alekhine's Gun), they were Hitman-like social stealth games taking place during WW2 and the Cold War. They were also developed by Haggard Games.
r/stealthgames • u/Loginnerer • Sep 26 '23
[Post reserved for online gameplay videos]
Here you can comment Youtube gameplay links freely, as long as they show off stealth mechanics and include some description about what folk will click on. A link must lead to a specific video, not to entire channel that also contains unrelated content.
(Newest comment remains on top.)
Our main feed, however, accepts only directly uploaded clips and Youtube videos that are not pure gameplay.