
Thick As Thieves Contracts, Maps, and Replayability Guide
A factual Thick As Thieves guide to the 2 maps, 3 mission types, 16 contracts, replayability claims, and why the four-hour estimate should be read with launch-day context.
Reading flow
Use the table of contents to jump by section. Each major section keeps its own screenshot, table, or answer block in the same reading stream.
Video support
3 embedded YouTube guides are available below for side-by-side checking against the written route.
YouTube video guides
Swipe sideways to compare videos without losing the main guide.
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, 3 mission types, 16 contracts, and 6 pieces of gear, with a runtime of at least four hours. That is unusually concrete language for a launch-day 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 |
| Mission types | 3 | Official walkthrough |
| Contracts | 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.
Known Maps and Mission Types

The developer walkthrough names two launch maps, the Constable's Guildhall and Elway Manor, and describes 3 mission types spread across 16 contracts. That matters for readers because "2 maps" sounds thin in isolation, while named maps plus contract types explains the intended structure more clearly. The game is asking players to return to dense stealth spaces under different objectives, not to clear a long chain of one-off campaign levels.
The useful launch-day page should still be careful with that information. We can say the map and contract counts are public. We should not publish full route maps, objective chains, loot tables, or best-contract rankings until they are tested in the live build. For day-one readers, the best answer is scope plus expectation: two spaces, repeated under different contract pressure, with replay value depending on how much the objectives and tools change your choices.
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 contracts 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 launch-day 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 the 3 mission types 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, 3 mission types, 16 contracts, 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 contracts across 3 mission types.
What maps are in Thick As Thieves?
The official walkthrough names the Constable's Guildhall and Elway Manor as launch maps.
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.
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