
You are the Thieves Guild Master. You start with a handful of rogues, a pile of debts, a humble office, and a few simple client contracts on your desk.
Choose your Guildmaster archetype. Each archetype offers unique benefits and challenges, some of them with ghosts that haunt them from the past.
Earn gold, favors and build your reputation by successfully fulfilling requests.
Acquisition, sabotage, espionage, smuggling, elimination, protection, coercion. Each job demands specific skills and carries real consequences. Study the requirements and assign the thieves with the right skills for the right job.
Contracts are rated on Execution, Secrecy, and Reputation. Send too many thieves and you'll be noticed. Send too few and they won't come back.
Some skills stay hidden until you spend precious Favor to reveal more information, but contract descriptions offer clues to an observant Guildmaster.
Read between the lines. Learn the patterns. The best thieves' guild isn't the luckiest. It's the smartest.
Expand your guild and recruit from various thieves each with unique skill affinities. Train their abilities, equip them with magic items, and manage their loyalty, morale, and heat levels.
Build and upgrade the guild headquarters with new rooms: a training ground, a study for forged documents, a tavern to boost morale, a vault for enchanted relics and so on.
Discover and recruit key NPCs by earning their respect and loyalty. From a master forger who communicates only through dead drops, to a retired pit fighter running an underground arena and a temple priestess with secrets of her own. Some of them will become your advisors, strengthening the guild’s foundations, while some of them will unlock new guild rooms that provide certain benefits.
Arathia is divided into distinct districts and dozens of turfs, from the lawless Outerwards beyond the great wall to the Aurathine Quarter where the feudal lords rule from Council Hill.
Scout unknown territory, build influence through contracts, and conquer turfs to establish rackets that fund your expansion.
But beware, the Vultures will fight to expand their own influence, challenge your control and nip your guild in the bud.
Three factions shape the city. The Nobles control law, wealth, and political power. The People are merchants, laborers, and the desperate. The Veiled Vultures, led by "Silk" Valeno, are the dominant criminal syndicate and they don't appreciate competition.
Help the Nobles and gain gold and political cover, but lose the streets. Side with the People and earn loyalty, but the gold dries up. Challenge the Vultures and earn respect, or a knife in the dark. Every contract and every decision shifts the balance.
Built where the River Aurath meets the Gilean Sea, Arathia is the greatest trade city in the Kingdom of Gilead. A forty-foot limestone wall divides the city into two worlds: outside, the rough slums and mudside docks. Inside, the wealthy markets, ancient temples, and the nobles' hilltop quarter.
Deep turn-based guild management with strategic planning
Dozens of unique contracts across multiple types
Skill-based success system with hidden information and risk assessment
A roster of recruitable thieves across distinct classes, each with unique skills and personalities
Map Painting through City map conquest across multiple districts and dozens of turfs with rackets and monopoly bonuses
Three-faction reputation system with meaningful consequences
Guild headquarters expansion with unlockable rooms tied to key city NPCs
Guildmaster archetypes with their own perks
Guild perk trees unlocked through obtaining Advisors
Magic item management
Atmospheric pixel art with a warm, top-down 3/4 view