In contrast to reality, you can be whoever you want and do whatever you want in a video game — even in a case, when it’s not necessarily socially accepted or even legal to perform a given action.
Keeping that thought deep in our minds, we wanted to make a game where player can get a feeling of doing precisely that. We strived to create an experience, that players could relate to. Not as a thief, of course, or even worse a victim of a theft. Our goal was to render the feeling of participation in an incredibly common, yet terrifying every-day situation.
Players need to remember that in our game, like in reality, various houses possess their security systems like cameras, alarms, glass break sensors, etc., so they will need to gather some intel in order to know how to break through them. For us, the most crucial part of the “thief” experience was to accurately reflect that the experience of sneaking around a house — sometimes when the tenants are on-site.
There’s one more thing that players must remember, while sneaking around the house: Every pocket and every bag, no matter how big, doesn’t have infinite capacity. So, as a thief, a player cannot simply rush and grab everything that is lying around in a given location. Only the most valuable things can be taken, as it comes as a natural matter for a thief, to make the biggest profit possible out of the performed score.
We hope you’ll enjoy roaming around and lurking for the biggest loot in Thief Simulator as much as we have enjoyed making the game in the first place. We hope so especially now, since our title was made available on Xbox One.