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Thief™ Gold

in library

4.8/5

( 566 Reviews )

4.8

566 Reviews

English & 3 more
Offer ends on: 10/18/2026 09:59 EEST
Offer ends in: d h m s
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Lowest price in the last 30 days before discount: 1.75
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Why buy on GOG.COM?
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Thief™ Gold
Description
Sneak through the silence... and silence the enemy     Stalk your prey on the quest for stolen goods with your blackjack, sword, and an assortment of unique arrows. Steal for money and uncover the hidden agendas of your allies and enemies as you play through an unravellin...
User reviews

4.8/5

( 566 Reviews )

4.8

566 Reviews

{{ review.content.title }}
Product details
1998, Looking Glass Studios, ESRB Rating: Mature 17+...
System requirements
Windows 10/Windows 11, 1.8 GHz, 2 GB RAM, 3D graphics card compatible with DirectX 9.0c, DirectX 9.0...
Time to beat
20 hMain
25.5 h Main + Sides
35.5 h Completionist
24 h All Styles
FAQ
Buy series (3)
Buy all games in the series. If you already own a game from the series, it won’t be added to your cart.
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Check out now
Description

Sneak through the silence...
and silence the enemy

 

 

Stalk your prey on the quest for stolen goods with your blackjack, sword, and an assortment of unique arrows. Steal for money and uncover the hidden agendas of your allies and enemies as you play through an unravelling story of deception and revenge. 

 

Sneak through the shadows  

 

Journey through the night as Garrett, a master thief, cloaked in the darkness of a sinister medieval realm where shadows are your only ally, trust is not an option, and confrontations can bring very grim results.

 

Stalk your prey  

 

Cause some mayhem with your fire arrows

 

Quietly use your blackjack to take out unsuspecting opponents

 

Track your prey through the shadows of a sleeping city

 

Steal the loot  

 

Thief Gold takes you beyond the smash stealth hit Thief: The Dark Project with THREE NEW LEVELS! Steal from the Downwind thieves in the Thieves' Guild, enter a ruined city in the Mage's Guild, and go in search of the stolen Talisman of Air guided by the ravings of a lunatic hermit in the Songs of the Caverns.

 

Get Out Alive  

 

Thief, Thief Gold and Thief: The Dark Project (c) Eidos Montreal 2026

 - TFix Lite by voodoo47
 - Gamepad Mod by Peter Wright
 - Pixel Art by Plutonia
 - Animated smoke/shadow backdrop by Gamophyte
 - The NewDark Engine developers
 - osm-rs Dark Engine Scripting in Rust by Jarrod Doyle
 - KCTools Dark Engine BIN Model Format by Jarrod Doyle
 - DromEd Basic Toolkit by AntiMatter_16
 - DromEd Toolkit by Nameless Voice
 - Nameless Voice's Sunlight Calculator and 3DS to Bin (Includes ShadowSpawn's Free The Objects toolkit)
 - R Soul's ConvMaster, GoalMaster, AutomapPNG tools and DEOCI
 - Pinkdots' Dark Animation Tools
 - ThiefFont Tool, ParchEd 1.2 by Telliamed
 - Dark Engine Song Compiler by Tom N Harris
 - Weyoun's Motion Editor/Workshop

Goodies
manual wallpaper reference card soundtrack avatars concept arts
System requirements
Minimum system requirements:

ACCEPTANCE OF END USER LICENSE AGREEMENT REQUIRED TO PLAY

 

ACCEPTANCE OF END USER LICENSE AGREEMENT REQUIRED TO PLAY

 

GOG Patrons who helped preserve this game
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This game is maintained by GOG in the Preservation Program with the support of our GOG Patrons.

{{patron.username}}
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction . Stellar support and full refunds up to 30 days.
Time to beat
20 hMain
25.5 h Main + Sides
35.5 h Completionist
24 h All Styles
Game details
Works on:
Windows
Release date:
{{'1998-11-30T00:00:00+01:00' | date: 'longDate' : ' +0200 ' }}
Rating:
ESRB Rating: Mature 17+ (Animated Blood, Animated Violence)

Game features

Languages
English
audio
text
Deutsch
audio
text
français
audio
text
polski
audio
text
What improvements we made to this game:
1.27 GOG v2 (03 August 2026)
  • Updated TFix Lite and improved overall build configuration (thanks voodoo47).
  • Updated Gamepad Mod to version 2.0 with new features and improvements (thanks Peter Wright).
  • Added DromEd Basic Toolkit (thanks AntiMatter_16).
  • Fixed some localization inconsistencies (thanks Fronzelneekburm).
1.27 GOG v1 (15 July 2026)
  • Added Thief: The Dark Project, an original edition of the game.
  • Added German, French and Polish localization.
  • Added support for controllers via Peter Wright's Gamepad Mod and GOG Input (key customization, radial menus, D-Pad navigation, rumble, hotplugging, wireless mode and modern devices compatibility including Sony DualSense / DualShock 4, Microsoft Xbox Series / Xbox One / Xbox 360, Nintendo Switch 2 Pro / Switch Pro, Logitech F, Amazon Luna).
  • Added support for GOG overlay.
  • Improved support for surround audio.
  • Updated NewDark engine to 1.27.
  • Optimized default graphics settings.
  • Optimized default audio settings.
  • Optimized default keyboard, mouse and controller bindings.
  • Fixed UI scaling with high resolutions.
  • Fixed leaning not working properly during slow walk.

NewDark 1.27:

 

General:

  • Fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx, after loading savegames.
  • Fixed original bug where under some circumstances random objects started playing voices from a recently destroyed AI.
  • Fixed an original bug in some loading code that could on occasion cause trouble when loading savegames or during level transitions in SS2.
  • Updated "doc\T1.7z" package with a motiondb patch to fix a small issue in T1 mode (see the contained readme).
  • Added "hide_maxed_hpbar" config var that will hide the health bar when player has full health.

DromEd:

  • Fixed room(/EAX) type not being copied when cloning room brush.
  • Added incremental save support (see "incremental_save_dir" in "doc\new_config_vars.txt" and the supplied sample "dromed.cfg").
  • Added "load_world_gam" command that tries to load a cow (or mis) file, but will prompt user to load a gamesys file, might be useful for rescue or debugging (the loaded result must be carefully inspected as gamesys data will likely differ from what was in the cow).
  • Added "load_terrain" command that tries to load only terrain, no objects, from a mis/cow, might be useful for rescue or debugging.
  • Added "reload_motion_info" command, to reload data from a mi-file without having to rebuild entire motiondb.
  • Added "dump_motions_schemas" command (see "doc\motion_schema_syntax.txt").
  • Added CTRL and ALT modifiers when clicking in solid view while the texture palette is open (CTRL allows changing selected surface without assigning a texture, ALT picks the texture from the clicked surface and sets it as the current selection in the texture palette).
  • Added positional info to some portalization merge errors.

Other:

  • Fixed a bug in SQUIRREL.OSM with SendMessage function and the data3 param.
  • Fixed incorrectly documented game/API version for a couple of functions in the DarkGame script service.
  • Updated a parameter for the ObjRaycast function in the Engine script service (should be backward compatible with existing code that uses it).
  • Notepad++ files for Squirrel updated to reflect latest fixes.
  • Added PossessedSimple function to the Property script service.
  • Added stun an freeze functions to the AI script service.
  • Added Create and CreateArch commands to DMLs.
1.26 GOG v1 (05 July 2018)

Updated NewDark engine to 1.26.

 

  • Squirrel script now in the root, as people may want to run FMs without using TFix.
  • Enabled smooth texture edges (by enabling ATOC, so requires vista+ and a DX10+ gpu to have any effect).
  • A few fixes to some misbehaved objects in a couple of missions.
1.25 GOG v1 (03 April 2017)

Updated NewDark engine to 1.25.

 

  • Fixed position on a few really badly placed objects.
  • It's now not possible to bug out impassable (decorative) doors in the Training and Assassins missions.
  • Alarmlights in Cragscleft, Assassins and Undercover now work properly (red light when triggered).
  • Constantine was not using all of his attacks in the last level because of incorrect link settings, this is now fixed.
1.24 GOG v1 (04 April 2016)

Updated NewDark engine to 1.24.

 

General:

  • Fixed broken "sun_runtime_obj_shadows" (worked in DromEd but not the game exe).
  • Fixed path priority order bug with subtitle files (was accidentally reversed).
  • Reduced risk of the door drifting bug that can happen in some occasional FMs (door-based objects that should rotate but instead of rotating just float away into infinity).
  • Added "no_unload_fmsel" option to cam_mod.ini (can be useful if experiencing crash with FMSel, especially on Win10).

DromEd:

  • Fixed DXT related crash (when running editor in HW mode).
  • Fixed crash accidentally re-introduced in the previous version when loading (old) missions with bad door objects (objects internally flagged as doors despite not being doors).
  • Fixed ambient sounds disappearing after playing in-game movie.
  • Fixed link data for certain link types (AIWatchObj) getting reset when reordering them (in link list dialog).
  • Fixed original glitch in vhot evaluation that could under some circumstances affect "show_vhots", coronas and particle attachment links using vhots.
  • Fixed DML syntax error bug when working with links that have no data set.
  • Fixed missing field indexing in DML export (for properties that contain multiple fields with the same name).
  • Fixed a bug that could occur under certain circumstances with StimSource and Receptron commands in DMLs.
  • Fixed a few crashes that could happen in rare situations.
  • Fixed buggy transform for vhot and subobj detail attachment links when parent object is scaled.
  • Added mono warning for ObjTxtReplace properties with textures that couldn't be found/loaded.
  • Added "spew_stimulations" command to toggle mono output for stim events.
FAQ

What operating systems is Thief™ Gold compatible with?

Thief™ Gold is officially supported on Windows.

Does Thief™ Gold have DRM?

No! GOG games have no DRM and can be played without an internet connection, totally offline. Some bonus content might require an internet connection to download, but we do our best to limit that need. Read more about DRM.

Do you need GOG Galaxy to play Thief™ Gold?

No! You do not need GOG Galaxy to play Thief™ Gold. GOG gives you the option to download a fully offline installer and install Thief™ Gold that way, without using GOG Galaxy. GOG Galaxy is used for synchronization of achievements and cloud saves, but its usage is totally optional. Read more about GOG Galaxy.

What are the system requirements for Thief™ Gold?

Minimum: System: Windows 10/Windows 11, Processor: 1.8 GHz, Memory: 2 GB RAM, Graphics: 3D graphics card compatible with DirectX 9.0c, DirectX: DirectX 9.0c, Storage: 1 GB available space.

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User reviews
Overall most helpful review

Posted on: January 31, 2012

DavidMcmurdo

Verified owner

Games: 78 Reviews: 12

HOW TO GET THE VIDEOS WORKING

The other reviews have already said it all: Thief was the beginning of a trilogy of true classics. They're definitely amongst the best games ever made. However, you'll encounter a lot of problems playing them on modern systems, and while GOG have dealt with most of them, the movies still don't work. So here's how to fix that. 1. Search your PC for the file called "regsvr.exe", without the quotation marks. It will be located in your System/System32 Windows folder. Copy this file into the Thief Gold folder. 2. Create a new text document and enter in the following text: regsvr32.exe /s LGVID.AX Save this text file as "RegIndeo.bat" (without the quotation marks) into your Thief Gold folder. Now, before you play the game, simply double-click on the RegIndeo batch file, and the pre-mission cinematics, intros etc, will work. By the way this also works for Thief 2.


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Posted on: January 31, 2012

nb264games

Games: 428 Reviews: 5

The first stealth-FPS game

The first FPS in which you are expected to be stealthy, and not aggressive: Avoid guards, make no sound, keep to the shadows, draw a barely comprehensible map with your hand, release the prisoners and get the GOLD! Non-linear levels are made in explorer's heaven, every room can be finished in several ways, timing is everything and best of all, there are paranormal activities involved!


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Posted on: January 31, 2012

Titanium

Verified owner

Games: 951 Reviews: 4

Thief is here. Rejoice!

You play a lone thief in a city full of internal strife, powerful forces that tear it apart and greedy man with influence and wealth that try to slice a big chunk for them self. And because of this, there are all sorts of men and creatures that are there to protect their master's interests. And if there is one unifying factor with them, is that they all hate thieves. and especially one named Garrett. At a time of it's inception, gaming was evolving at an increased rate, and nothing proves this more than this game. It was a game that did the opposite of most other games: it challenged you to do what you had to do without being seen, ideally without killing anyone. For this, you weren't well armed either - a blackjack and a sword for close encounters, a bow that had limited arrows that were mostly useful only when you were concealed, and a pair of lock-picks. That was basically all you needed, too, for the shadows were your one true weapon. Hide in it's embrace and they will protect you better than any armor or weapon. Hopping from shadow to shadow, you must slowly reach your objectives. On your way, you can swipe any loot you find, for you are a thief after all. But I hear you say: "I don't want to play as a criminal, I want to play as a valiant knight." Well, in a city like this, a thief is about the most honest man you can find. In short, this game is a classic, go own it you taffer!


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Posted on: January 31, 2012

Verified owner

Games: 0 Reviews: 3

A genre that only one franchise has explored

In a world full of shooters and rpgs there is really only one First Person Sneaker franchise to choose from. And its a shame because they blew the roof off that genre (and while roof blowing is quite good, it left no other contenders to offer a shot at this playstyle) Thief Gold sets you in a Medieval timepiece where laws of logic apply to everyone in the game. Sound travels. Light illuminates. And, a thief living on the streets can't win a fight against 3 trained guards. So to get far in this game you must understand the logic behind its design. Walking slowly on carpet can help you remain quiet, while running fast on tile floor will awaken the entire house. Crouching in a dark corner can help you remain completely unnoticed by those around you, while standing next to a torch will certainly get you some attention. In this game you abandon the rocket launcher and mini gun and pick up a bow and sword instead. However, the most effective weopon in your arsenal is a blackjack. When using stealth, you can silently take down enemies. But they aren't dumb. They will notice bodies, blood, or loud noises and often work together when things aren't right. As a thief you can maneuver your way in the front door, or you can mantle your way up to the roof and come in through the chimney. You can bypass all the guards and leave without anyone knowing you were there... or you can draw your sword and make a mess of things. The choice is yours. Planning your next move from the shadows is a really nice twist from games that throw non-stop action at you. In Thief you get to truly experience every footstep, every comment, every conversation in the level. While carrying out your mission objectives you also get to search high an low for loot. Little is more satisfying that the sound of new coin going into your pocket. Before you find that priceless vase in the safe on the top floor, take a look at the servant quarters and find some extra coin. Then head up to the kitchen and snag a golden goblet. Pass through the bedrooms and find a note that may help you understand a secret hiding an emerald dagger. A single level can last several hours if you enjoy the ambiance, and this game comes with 16 levels of ambiance, thrills, and chills. But once you are finished, visit the mods page, as there are a few hundred fan mods that you can play as well. Some of them containing quality and polish that surpass the original game levels. The path is set out. How you choose to reach the destination is really up to you. Run through the lit corridor when the coast is clear, put out some torches to provider the cover of shadow, or take down the guards and walk through like you own the place. You can even throw some objects or use some special tools to create a diversion away from yourself... choice is supreme. Over a decade after release and still, every single stormy night you can find me playing Thief by candlelight. At least until you try Thief for yourself... then you will be too busy playing for yourself to bother searching ;)


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Posted on: February 1, 2012

diegzumillo

Games: 16 Reviews: 1

Stealth masterpiece

Back when it was released, there were games like Half life promising innovative gameplay and Thief: The Dark Project delivering it. I'm a gamer since my early ages, spanning all generations of videogame consoles and the PC, and when Thief came out videogames were practically out of my life! Nothing new or interesting. Then I've played Thief's demo, featuring the famous first level: Lord Bafford's Manor. Every Thief fan will describe this moment with a sparkle in the eye, let me share here my own experience: Started the demo. "A First person game. How original." After a short walk through unimpressive streets with unimpressive graphics I found what appeared to be the entrance to the manor, guarded by very few guards. I draw my sword and rush into combat. I died and tried again, now with the bow. Yeah, that'll do the trick. Died again. My lack of faith in the game industry's originality made me reluctant to see the obvious: This was not an action game! The rest of the mission (I was calling it 'mission' already) was filled with moments of tension, where I had to navigate through a place assisted by a poorly hand made map with no obvious path, and I was always rewarded for my patience and planning. Then I found the main objective, a scepter in a throne room, and took it. So I was already stretching my arms, expecting a "success" screen, when another magic moment happened with a choir of angels and tears. Nothing happened. Nothing happened because I was supposed to LEAVE with the scepter! By the builder's hand! This seemingly trivial detail wasn't trivial back then. It's not the first stealth game but it did took the genre to a whole new level. The level design is completely non linear, the missions are usually complex buildings where you have to navigate, complete your objectives and leave. Audio plays an important role, besides the obvious stealth reasons, which is somewhat novel in games. Because of the first person perspective the player couldn't see through doors or around corners, so he needs to rely on his hearing often in order to know if there are guards patrolling nearby. (includes a nice feature where you can lean on doors to listen to what's on the other side) This adds a lot of tension to the gameplay, fact even more obvious in the more horror oriented levels. Needless to say, a lot of people were fascinated by this game. Me included. This community is very much alive today, a prowess aided by the inclusion of a level editor in the game, which kept taffers all around the world busy for years to come, making and playing fan made levels. When you buy this game you're not only getting the several hours campaign of a masterpiece of the stealth genre, you're also getting as a bonus access to about seven hundred (and still counting) fan made missions.


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Written in
English Deutsch polski français русский 中文(简体) español Others
Written by
Verified ownersOthers
Added
Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access

GOG Preservation Program

Thief™ Gold

Things we did to make this game feel so 2026:

1.27 GOG v2 (03 August 2026)
  • Updated TFix Lite and improved overall build configuration (thanks voodoo47).
  • Updated Gamepad Mod to version 2.0 with new features and improvements (thanks Peter Wright).
  • Added DromEd Basic Toolkit (thanks AntiMatter_16).
  • Fixed some localization inconsistencies (thanks Fronzelneekburm).
1.27 GOG v1 (15 July 2026)
  • Added Thief: The Dark Project, an original edition of the game.
  • Added German, French and Polish localization.
  • Added support for controllers via Peter Wright's Gamepad Mod and GOG Input (key customization, radial menus, D-Pad navigation, rumble, hotplugging, wireless mode and modern devices compatibility including Sony DualSense / DualShock 4, Microsoft Xbox Series / Xbox One / Xbox 360, Nintendo Switch 2 Pro / Switch Pro, Logitech F, Amazon Luna).
  • Added support for GOG overlay.
  • Improved support for surround audio.
  • Updated NewDark engine to 1.27.
  • Optimized default graphics settings.
  • Optimized default audio settings.
  • Optimized default keyboard, mouse and controller bindings.
  • Fixed UI scaling with high resolutions.
  • Fixed leaning not working properly during slow walk.

NewDark 1.27:

 

General:

  • Fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx, after loading savegames.
  • Fixed original bug where under some circumstances random objects started playing voices from a recently destroyed AI.
  • Fixed an original bug in some loading code that could on occasion cause trouble when loading savegames or during level transitions in SS2.
  • Updated "doc\T1.7z" package with a motiondb patch to fix a small issue in T1 mode (see the contained readme).
  • Added "hide_maxed_hpbar" config var that will hide the health bar when player has full health.

DromEd:

  • Fixed room(/EAX) type not being copied when cloning room brush.
  • Added incremental save support (see "incremental_save_dir" in "doc\new_config_vars.txt" and the supplied sample "dromed.cfg").
  • Added "load_world_gam" command that tries to load a cow (or mis) file, but will prompt user to load a gamesys file, might be useful for rescue or debugging (the loaded result must be carefully inspected as gamesys data will likely differ from what was in the cow).
  • Added "load_terrain" command that tries to load only terrain, no objects, from a mis/cow, might be useful for rescue or debugging.
  • Added "reload_motion_info" command, to reload data from a mi-file without having to rebuild entire motiondb.
  • Added "dump_motions_schemas" command (see "doc\motion_schema_syntax.txt").
  • Added CTRL and ALT modifiers when clicking in solid view while the texture palette is open (CTRL allows changing selected surface without assigning a texture, ALT picks the texture from the clicked surface and sets it as the current selection in the texture palette).
  • Added positional info to some portalization merge errors.

Other:

  • Fixed a bug in SQUIRREL.OSM with SendMessage function and the data3 param.
  • Fixed incorrectly documented game/API version for a couple of functions in the DarkGame script service.
  • Updated a parameter for the ObjRaycast function in the Engine script service (should be backward compatible with existing code that uses it).
  • Notepad++ files for Squirrel updated to reflect latest fixes.
  • Added PossessedSimple function to the Property script service.
  • Added stun an freeze functions to the AI script service.
  • Added Create and CreateArch commands to DMLs.
1.26 GOG v1 (05 July 2018)

Updated NewDark engine to 1.26.

 

  • Squirrel script now in the root, as people may want to run FMs without using TFix.
  • Enabled smooth texture edges (by enabling ATOC, so requires vista+ and a DX10+ gpu to have any effect).
  • A few fixes to some misbehaved objects in a couple of missions.
1.25 GOG v1 (03 April 2017)

Updated NewDark engine to 1.25.

 

  • Fixed position on a few really badly placed objects.
  • It's now not possible to bug out impassable (decorative) doors in the Training and Assassins missions.
  • Alarmlights in Cragscleft, Assassins and Undercover now work properly (red light when triggered).
  • Constantine was not using all of his attacks in the last level because of incorrect link settings, this is now fixed.
1.24 GOG v1 (04 April 2016)

Updated NewDark engine to 1.24.

 

General:

  • Fixed broken "sun_runtime_obj_shadows" (worked in DromEd but not the game exe).
  • Fixed path priority order bug with subtitle files (was accidentally reversed).
  • Reduced risk of the door drifting bug that can happen in some occasional FMs (door-based objects that should rotate but instead of rotating just float away into infinity).
  • Added "no_unload_fmsel" option to cam_mod.ini (can be useful if experiencing crash with FMSel, especially on Win10).

DromEd:

  • Fixed DXT related crash (when running editor in HW mode).
  • Fixed crash accidentally re-introduced in the previous version when loading (old) missions with bad door objects (objects internally flagged as doors despite not being doors).
  • Fixed ambient sounds disappearing after playing in-game movie.
  • Fixed link data for certain link types (AIWatchObj) getting reset when reordering them (in link list dialog).
  • Fixed original glitch in vhot evaluation that could under some circumstances affect "show_vhots", coronas and particle attachment links using vhots.
  • Fixed DML syntax error bug when working with links that have no data set.
  • Fixed missing field indexing in DML export (for properties that contain multiple fields with the same name).
  • Fixed a bug that could occur under certain circumstances with StimSource and Receptron commands in DMLs.
  • Fixed a few crashes that could happen in rare situations.
  • Fixed buggy transform for vhot and subobj detail attachment links when parent object is scaled.
  • Added mono warning for ObjTxtReplace properties with textures that couldn't be found/loaded.
  • Added "spew_stimulations" command to toggle mono output for stim events.
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