Spirited Thief cover
Spirited Thief screenshot
Linux PC Steam
Genre: Strategy, Indie

Spirited Thief

Update: 0.32



New prototype level: Escape!



  • A brand new level with an intense pace and spikes.
  • A lot of spikes.
  • Implements a new checkpoint system.
  • Really hoping you love spikes.
  • To help focus on one prototype level at a time, "Sapphire Theft" is not in the game anymore.




UI improvements



  • Added confirmation for Rewind and Restart level buttons.
  • In-game menu and game over menu have more explicit restart options: "restart level" and "load last checkpoint" (which is usually the beginning of the phase).
  • General style improvements
  • Some UIs still have the old style (level select, shop) as they need to be reworked.


Misc



  • "Infiltration phase" is renamed "Loot phase" to better represent the goal of this phase.
  • Camera can be moved with arrows or WASD keys.
  • Alarms are replaced by Alarm Doors. They have the same role, but they are more intuitive to understand (Trin can't trigger the alarm, and Invisibility won't prevent the alarm from triggering either).
  • Emerald Theft (part 2): Triangle key is now in a chest to better show that it can't be looted by Trin
  • Amethyst Theft: Level entrance is now in exterior


Fixes



  • Fix "End scout phase" not appearing after restarting a level when all objectives are complete.

Update: 0.31



Misc



  • New exterior rooms have been added to various levels.
  • "wake up at danger level #" isn't mentioned anymore in the tooltip for sleeping guards in levels with no alarm.
  • Emerald theft (part 2): exit is modified to avoid accidentally finishing the level
  • Hidden buttons are more noticeable
  • Items on the ground now have a shadow to more easily distinguish them from items carried by a character.
  • Tooltip rendering is improved (quicker and more robust)
  • Dialog UI size is more consistent with the screen resolution


Fixes



  • UI scales less aggressively, which should fix most issues with too big UIs.
  • Fix "all guards are alerted/enraged at danger level #" difficulty settings were always considered on.
  • Emerald theft (part 1): the exit was opening after only one of the two required main levers was used
  • Fix "fog" effect and hints appearing during dialogs in newly scouted areas.
  • Fix ability bar was sometimes visible during dialogs
  • Fix typo in the drowsy curse