Thick as Thieves Director Says Early Access Would Have Been “Constraining” For the Studio

Thick as Thieves Director Says Early Access Would Have Been “Constraining” For the Studio

GamingBolt
GamingBoltMay 28, 2026

Why It Matters

Skipping Early Access gives OtherSide the freedom to adjust features without Steam‑imposed constraints, which could boost long‑term engagement and revenue potential.

Key Takeaways

  • Steam Early Access rules limit content roadmap flexibility
  • OtherSide can add solo, co‑op, or PvP based on feedback
  • Future Early Access remains possible if studio deems it beneficial
  • Current release priced at $5, positioned as a foundation
  • Lack of features like FOV slider contributed to mixed reviews

Pulse Analysis

The indie‑focused stealth genre has seen a resurgence, with titles like Thick as Thieves aiming to blend classic heist mechanics with modern co‑op play. While a $5 price point makes the game accessible, the limited two‑level launch has left many players wanting more depth. In a market where Early Access often serves as a testing ground, developers must weigh the benefits of community feedback against platform restrictions. Steam’s Early Access program, though popular, imposes specific guidelines on content updates, marketing language, and refund policies, which can lock studios into a predetermined release cadence.

Jeff Hickman’s comments highlight a strategic choice: retain full creative control by avoiding Steam’s Early Access constraints. This flexibility allows OtherSide to experiment with solo, co‑op, and potential PvP modes without committing to a public roadmap. By gathering player data post‑launch, the studio can prioritize features that resonate most, such as expanding level design or adding quality‑of‑life options like a Field of View slider. The ability to pivot also mitigates the risk of overpromising in an Early Access environment, where unmet expectations can damage brand reputation.

Looking ahead, Thick as Thieves could evolve into a richer experience through downloadable content or a future Early Access phase if the team decides additional funding or community testing is needed. This approach mirrors a broader industry trend where developers launch a lean core product, then iterate based on real‑world usage. For investors and gamers alike, the decision underscores the importance of platform policies in shaping development cycles and ultimately influences how quickly a game can expand its feature set and audience reach.

Thick as Thieves Director Says Early Access Would Have Been “Constraining” for the Studio

Comments

Want to join the conversation?

Loading comments...