Thick As Thieves Contracts, Maps, and Replayability Guide
A factual Thick As Thieves guide to the current 2-map, 16-mission campaign scope, how replayability should be understood before launch, and why the four-hour estimate is not the whole story.

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Thick as Thieves | Triple-i Showcase Gameplay Trailer
Megabit Publishing - Gameplay trailer
Thick as Thieves | Welcome to Kilcairn
Megabit Publishing - Gameplay overview
Thick as Thieves - Release Date Trailer | The Triple-i Initiative
The Triple-i Initiative - Release date trailer
Current Campaign Scope

The most useful official scope statement right now comes from Megabit's release messaging: Thick As Thieves launches with an introductory campaign built around 2 dynamic replayable maps, 16 missions, and 6 pieces of gear, with a runtime of at least four hours. That is unusually concrete language for a pre-release page, and it should be surfaced clearly because it helps readers set the right expectations before spending money or planning co-op time.
| Scope item | Current public answer | Verification status |
|---|---|---|
| Maps | 2 dynamic replayable maps | Official |
| Missions | 16 | Official |
| Gear pieces | 6 pieces | Official |
| Campaign length | At least 4 hours | Official |
| Long-term content cadence | No fixed release schedule announced | Official |
This makes Thick As Thieves easier to position honestly than many unreleased games. It is not promising a giant open world. It is promising a tighter stealth campaign that aims to get replay value out of contract structure and route variation.
What 2 Maps and 16 Missions Really Suggest

Two maps does not automatically mean low content value. In stealth design, dense spaces are often better than a large number of shallow spaces. If one map supports multiple entries, timing windows, patrol states, and objective layouts, it can stay interesting far longer than a one-and-done corridor level. Sixteen missions also suggests that the game is not asking players to clear each map once and move on forever. The likely structure is repeated returns under different objectives, risk levels, or route demands.
That is also why the wrong coverage angle would be to dismiss the game as short without context. A four-hour first-clear estimate tells you about scope, not necessarily about replay depth. What matters at launch is whether contracts truly change your decision-making or simply send you back through the same route with a new label. That answer needs hands-on testing, but the current structure at least points toward deliberate replayability rather than filler length.
How Replayability Should Be Read

Developers often use the word replayable too loosely. A good guide should translate it into player questions. Does replayability come from alternate routes, variable threat pressure, optional loot, cleaner stealth grades, co-op coordination, or gear-driven strategy changes? If replay value comes from those systems, then a smaller campaign can still hold attention. If replay value only means replaying identical routes with no new friction, the marketing claim will feel thin.
For pre-release readers, the best way to use the current scope is to decide whether this is the kind of stealth game they want. If you prefer one enormous story campaign with a long list of scripted missions, the current scope may feel small. If you enjoy polishing routes, learning spaces, and comparing solo and co-op approaches, the launch package may land much better than the raw hour count suggests.
What Needs Live Testing

There are four big launch-day checks for this page. First, verify whether mission objectives actually remix the 2 maps meaningfully. Second, see whether higher-difficulty or later-game pressure changes route logic instead of only raising punishment. Third, test whether co-op creates new tactical value or mostly duplicates solo movement. Fourth, confirm whether gear progression opens genuinely new approaches across repeated runs.
Until those checks are done, the page should stay grounded: 2 maps, 16 missions, at least 4 hours, strong replayability claims, and no invented numbers beyond that. That gives readers a usable expectation without overselling what has not been proven yet.
Frequently Asked Questions
How many maps are in Thick As Thieves?
Current official release messaging says Thick As Thieves launches with 2 dynamic replayable maps.
How many missions are in Thick As Thieves?
Current official release messaging says the introductory campaign includes 16 missions.
How long is Thick As Thieves?
The official FAQ says the introductory campaign runs to at least four hours, with replayability intended to add more time.
Is Thick As Thieves a long game?
The currently announced launch scope is compact. Its value will depend more on route variety and replayability than on a headline hour count.