V1.0.7 On Recent Feedback and Update Adjustments

Dear Thief Tycoons,Hello.Over the past few days, we've read every single review, both the positive and the negative, and we've spent a lot of time thinking.What we want to hold onto is the core feeling of "high risk, high reward." But in how we actually designed and tuned the game, we made mistakes.The criticism that hit us the hardest was this: many players said they didn't die because they were greedy , they died because they had no choice but to be greedy.That was a wake-up call.To be greedy or not should be the player's own choice, take a bigger risk for better loot, or play it safe and extract while you can. That decision itself is the most essential part of the fun. But in the previous version, rent pressure forced everyone down the same path: be greedy or go bankrupt. That's not "high risk, high reward." That's no choice at all.Some challenges are genuinely fun to overcome -- solving a trap puzzle, learning a map's layout, pulling off a perfect stealth run after studying enemy patrol routes, or going all in on one last steal and making it out alive.But the pressure of not being able to make rent doesn't belong to that kind of fun. That was a mistake in our balancing, and we sincerely apologize.FixesAdded fast travel between statues: unlocked statues on the same floor can now be used to teleport between each otherAdded a difficulty reduction option upon death: in Reckless and Greedy difficulty, players can now choose to lower the difficulty to Cautious upon death (this change cannot be reversed)Significantly reduced mortgage payment amountsIncreased drop rates for high-tier items from advanced enemiesStarting inventory capacity +8Starting storage capacity +16Strengthened Mask Buff effects for inventory expansion and bone shard bonusesReduced damage dealt by common enemiesFixed detail errors in the Bank base levelVarious localization correctionsLastlyAs an indie dev team, we care deeply about the game we've made. So when criticism comes, our instinct is to explain, to defend. But player experience doesn't lie. Those who say the game is a blast, and those who say it's painful -- they're both telling the truth.Going forward, we'll keep fixing, keep iterating, and keep listening to all of your feedback and criticism.

May 3, 2026 - 17:38
 1
V1.0.7 On Recent Feedback and Update Adjustments

Dear Thief Tycoons,

Hello.

Over the past few days, we've read every single review, both the positive and the negative, and we've spent a lot of time thinking.

What we want to hold onto is the core feeling of "high risk, high reward." But in how we actually designed and tuned the game, we made mistakes.

The criticism that hit us the hardest was this: many players said they didn't die because they were greedy , they died because they had no choice but to be greedy.

That was a wake-up call.

To be greedy or not should be the player's own choice, take a bigger risk for better loot, or play it safe and extract while you can. That decision itself is the most essential part of the fun. But in the previous version, rent pressure forced everyone down the same path: be greedy or go bankrupt. That's not "high risk, high reward." That's no choice at all.

Some challenges are genuinely fun to overcome -- solving a trap puzzle, learning a map's layout, pulling off a perfect stealth run after studying enemy patrol routes, or going all in on one last steal and making it out alive.

But the pressure of not being able to make rent doesn't belong to that kind of fun. That was a mistake in our balancing, and we sincerely apologize.

Fixes
  • Added fast travel between statues: unlocked statues on the same floor can now be used to teleport between each other

  • Added a difficulty reduction option upon death: in Reckless and Greedy difficulty, players can now choose to lower the difficulty to Cautious upon death (this change cannot be reversed)

  • Significantly reduced mortgage payment amounts

  • Increased drop rates for high-tier items from advanced enemies

  • Starting inventory capacity +8

  • Starting storage capacity +16

  • Strengthened Mask Buff effects for inventory expansion and bone shard bonuses

  • Reduced damage dealt by common enemies

  • Fixed detail errors in the Bank base level

  • Various localization corrections

Lastly

As an indie dev team, we care deeply about the game we've made. So when criticism comes, our instinct is to explain, to defend. But player experience doesn't lie. Those who say the game is a blast, and those who say it's painful -- they're both telling the truth.

Going forward, we'll keep fixing, keep iterating, and keep listening to all of your feedback and criticism.

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