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Thief: Deadly Shadows

News, coverage and analysis tracking Thief: Deadly Shadows across the outlets.

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PC Gamer

Thief designer Randy Smith Evergreen refused to work for Xbox because it would be like 'walking past some stakes with human skulls on them' and pretending 'it's probably fine in this direction'

Thief designer Randy Smith Evergreen explains his decision to refuse an opportunity to work for an Xbox-funded studio due to Microsoft's history of studio closures, likening it to ignoring obvious danger. He discusses the challenges of AAA development for immersive sims and his preference for smaller, more focused indie projects.

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PC Gamer

Dishonored co-creator Harvey Smith launches a new studio and it literally has the word 'Immersive' in the name

Dishonored co-creator Harvey Smith and executive producer Ben Horne have launched a new studio named Black Pony Immersive. The studio, comprised of developers from Arkane, Insomniac, and other major companies, aims to create singleplayer first-person action RPGs with emergent gameplay systems, drawing inspiration from classic immersive sim titles.

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Rock Paper Shotgun

Deus Ex director and immersive sim legend Warren Spector is retiring, despite having "three games in particular" he'd still like to make

Legendary Deus Ex director Warren Spector has announced his retirement from game development after a 44-year career. While he has "mixed feelings" and three specific games he'd still like to make, Spector feels the industry has changed and it's time for a new generation. He plans to write books, lecture, and possibly consult, but leaves the door open for a potential return.

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Shack News

Warren Spector announces his retirement from game development

Veteran game developer Warren Spector, known for his work on Deus Ex, Thief, and Disney Epic Mickey, has announced his retirement from the industry after a 44-year career. Spector expressed mixed feelings but cited age, health, and a changing game business as reasons for his departure, though he hasn't ruled out future consulting or writing projects.

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PC Gamer

Thief designer says that the immersive sim audience is too small for AAA games: 'There's quite a few of us who…

Designer Randy Smith Evergreen, known for his work on Thief and System Shock 2, argues that the immersive sim genre is too small for AAA development. He believes that the increasing budgets and scope required for AAA games are misaligned with the niche audience for immersive sims, leading to commercial disappointments like Arkane's Dishonored 2 and Prey. Evergreen suggests that a more viable path for immersive sims is through smaller, AA or indie budgets, citing the original Thief's modest budget as a successful model.

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Gaming Bolt

Thick as Thieves Review – A Return to the Metal Ages

Thick as Thieves is a short but ambitious first-person stealth game that draws inspiration from classics like the Thief series. It features a gameplay loop similar to extraction shooters, where players must infiltrate levels, loot items, and complete objectives without being detected, as combat is not a viable option. Despite its limited scope and some missing basic features, the game's addictive stealth mechanics, intricate level design, and low price point make it a recommendable experience, especially for fans of the genre.

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Tech Radar

Legendary Deus Ex and Thief director Warren Spector is back with a new game — it’s a stealth-heist-em-up called Thick as Thieves, and even the price is a steal at just five bucks on Steam

Legendary Deus Ex and Thief director Warren Spector is returning with a new game called Thick as Thieves, a solo and co-op stealth-heist game set in a fictional Scottish city. The game will launch for PC on May 20, 2026, with a surprisingly low price of $4.99 / £4.99. It features two large maps, 16 missions, and dynamic elements designed for replayability, with plans for future content updates.

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PC Gamer

Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision… it really tanked development'

Former Ion Storm director Harvey Smith discusses the development challenges of Deus Ex: Invisible War, citing the decision to move the studio to an engine built for Thief: Deadly Shadows as a major setback. Pressure from Eidos to make the game a console title for the original Xbox also exacerbated technical issues, leading to a product that fell short of the original Deus Ex's ambition and disappointed fans.

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