
A House of Thieves is a level-based stealth comedy-horror game about a Thief who doesn't go shopping but instead takes his shopping list and breaks into random houses to get his things.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 12 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
pretty cool game i like the dekoreit much, i need friends that play the game with me yeah im lonley
I enjoyed the demo and decided to buy the full game, but I’m honestly disappointed. The game is riddled with bugs, and the stealth mechanics feel very unpolished. The physics engine is clunky, causing me to get stuck or bump into objects constantly. The maps are too small and offer very few hiding spots. In fact, it's easier to just run outside when spotted rather than trying to hide, which leads to a tedious cycle of 'enter, get caught, run out, repeat.' On top of that, the residents place traps that further restrict movement in an already cramped space. It feels like the game is neither casual nor hardcore—it’s just stuck in an awkward middle ground.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Turkish, Portuguese - Brazil, Polish
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
GRA SUPER BARDZO POLECAM
Esta divertido robar, me divierte más robar en la vida real pero se siente parecido acá (Es broma gente, no roben)
very very good game and ı love it
作者 你还在吗
This game is just dumb fun. However, it is not worth £10, wait for a sale and you and a buddy grab the game when it's something more like £3 or £4 like I did.
我是看纸鱼来购买的,纸鱼玩的时候只有区区几关,后面我玩到了更多关卡非常有趣,红温的点有很多:就在你只剩一个要偷的东西时,转角遇到爱,办公室那关至今我还没过
A House of Thieves, developed and published by Kucki, is a stealth-focused indie game that combines tension, humor, and procedural unpredictability into a compact but highly replayable experience. Rather than placing players in the role of a master criminal pulling off elaborate bank heists, the game embraces a smaller, almost absurd premise: you are a petty burglar sneaking into ordinary homes with a shopping list of specific items to steal. This playful framing sets the tone for a game that balances genuine stealth mechanics with moments of chaotic comedy. Each level centers around infiltrating a house while avoiding the watchful eyes of its occupants. The objective is straightforward—locate and steal the items on your list without being caught—but execution requires careful planning. Houses are designed with multiple rooms, hiding spots, and obstacles that create opportunities for stealth as well as potential traps. Players must move quietly, observe patrol patterns, and choose the right moments to search drawers, cabinets, and shelves. The simplicity of the goal allows the tension to emerge naturally from the environment and AI behavior rather than from complex rule systems. One of the game’s most compelling features is its use of randomization. Item locations change from run to run, preventing players from memorizing routes. Additionally, homeowner AI movement patterns are not rigidly scripted, adding unpredictability to every attempt. This design choice ensures that even replaying the same house feels fresh and suspenseful. You can never be entirely certain when a door might open or when a patrolling resident might unexpectedly change direction, which keeps players alert and reactive. The tone of A House of Thieves leans into lighthearted absurdity without sacrificing suspense. While stealth games often adopt a serious or cinematic atmosphere, this title embraces a slightly cartoonish aesthetic and playful situations. Being discovered can result in frantic chases that feel both tense and amusing. The sudden shift from quiet sneaking to panicked escape contributes to memorable gameplay moments. It is a game where failure often feels entertaining rather than punishing. Progression adds another layer of engagement. Completing levels efficiently and achieving higher performance ratings unlocks gadgets and tools that can alter future attempts. These additions encourage players to refine their strategies, experiment with new approaches, and revisit earlier stages with improved techniques. Rather than simply moving from one mission to the next, the game fosters a cycle of mastery and optimization that enhances longevity. Multiplayer modes further expand the experience. Cooperative play allows friends to coordinate burglaries together, increasing both the challenge and the comedic potential. Alternatively, competitive setups introduce asymmetrical dynamics where some players attempt to steal while others act as defenders. These modes transform the stealth formula into a social experience, amplifying unpredictability and interaction. Visually, the game adopts a clean and stylized presentation that prioritizes clarity. Environments are detailed enough to convey a lived-in feel while remaining readable during tense moments. The use of Unreal Engine supports smooth performance and flexible camera movement, ensuring that stealth mechanics remain precise. Sound design plays a crucial role in heightening immersion, as footsteps, door creaks, and alert sounds provide critical feedback for both player and AI awareness. While the game’s core loop is strong, its relatively small scale may limit its appeal for players seeking a deep narrative or expansive world-building. The focus remains firmly on stealth gameplay rather than storytelling. Some interface elements or control nuances may require adjustment, particularly for newcomers to the genre. However, these minor issues do little to diminish the overall charm and replayability. Ultimately, A House of Thieves stands out as a creative and humorous take on stealth mechanics. By combining randomized objectives, unpredictable AI, and accessible yet tense gameplay, it delivers a compact experience that rewards observation and adaptability. Its blend of lighthearted tone and genuine suspense makes it appealing to both stealth enthusiasts and players looking for something slightly offbeat. Through its focused design and emergent gameplay moments, A House of Thieves succeeds in turning the simple act of sneaking into houses into a surprisingly engaging and memorable adventure. Rating: 7/10
Очень крутая игра для друзей. Можно ловить хозяина на ошибке и сразу оприходовать
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Players by region
Where this game's players are, estimated from review languages.
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