Loot List: Thief Sim is an upcoming heist sandbox game from Anoft studio where every job starts with a list of items to steal. Instead of focusing solely on finding the most valuable loot, the game emphasizes improvisation, physics, tools, security systems, and cooperative chaos for up to four players.
On the occasion of the announced release of the game in Early Access on Steam, we spoke with Anoft, the developer of Loot List: Thief Sim, about the idea behind the loot list system, freedom within missions, challenges of developing physics and multiplayer, and how to create a game where a heist can be a carefully planned operation or complete chaos among friends.
The loot list is the core idea of Loot List: Thief Sim. How does it change the way players plan a heist compared to simply stealing the most valuable items?
Anoft: It adds a strong element of improvisation. A job may seem simple until you realize that the hardest item to acquire isn't a diamond locked in a safe, but something incredibly specific hidden somewhere on the map. Maybe it's a donut located in the camera surveillance room of a police station, where there's always someone on duty. What do you do then?
How much freedom do players really have within each location? Can a heist be resolved through sneaking, chaos, physics tricks, or completely improvised solutions?
Anoft: The larger the location, the more opportunities there are for different systems to interact with each other, which naturally creates more freedom. But even smaller maps are designed to allow players to react however they want in the moment. When several systemic elements start to work together, unexpected situations arise, and that's where the real fun begins.
Cooperative play supports two to four players, but the Steam page hints that players can "do the opposite." How much room is there for teamwork, sabotage, and unpredictable chaos among friends?
Anoft: A lot!
One player can enter through the front door and distract the guards while everyone else buys time. Someone else might decide that explosives are the best solution, only to trap a teammate behind a wall of fire. Will you leave them or go look for a fire extinguisher?
And what if someone accidentally or intentionally throws the toaster you need out the window? Yes, toasters can appear on the loot list. Or imagine your target includes a fragile item, and someone breaks it. In any case, you'll definitely have something to talk about later.
The game includes tools like lock picks, bombs, drones, weapons, and manipulation of security systems. How do you balance serious thief simulation mechanics with more absurd sandbox elements?
Anoft: My goal is to give players freedom. As you gain experience, you can afford greater risks and act bolder. At the same time, the game is designed so that you may not always want to play as aggressively, even if you know that you can succeed that way. Sometimes it's simply satisfying to sneak through a location and execute a clever plan. It's a matter of player psychology.
What games were the biggest inspiration for Loot List: Thief Sim and what are the main differences that set it apart from similar games in the genre?
Anoft: The most honest answer is GTA. I wanted to combine the atmosphere of GTA IV with the fun of GTA V.
The original prototype for Loot List was created many years ago, and one of the things that define the game today is its depth and attention to detail. I would consider that one of its greatest features.
Since Loot List: Thief Sim is planned for Early Access, what features or systems do you most want players to test and help shape before the full release?
Anoft: Any feedback will be valuable, but I am particularly interested in feedback about the levels themselves. It will be extremely useful to know what locations players would most like to see in the future.
During the development of Loot List: Thief Sim, what turned out to be the biggest development challenge, and which part of the process went surprisingly smoothly, even though you expected issues?
Anoft: Technically speaking, this is a very complex game, so I never actually expected any part of the development to be easy. The biggest challenges were definitely physics and multiplayer.
Can you reveal a rough release window for Loot List: Thief Sim and can you already share the planned price of the game?
Anoft: The plan is to release the game this year or early next year if something unexpected happens. As for the price, I can say it will be fair.
Are you planning to bring Loot List: Thief Sim to consoles after the PC release or is the focus currently only on the Steam version?
Anoft: For now, no comment.
How do you plan to keep Loot List: Thief Sim interesting after players complete the first few heists? Will there be random objectives, different security system settings, or other systems that encourage replaying missions?
Anoft: The loot list is generated dynamically, and many systems in the game also contain elements of randomness. Security systems can, for example, appear in different locations, and all these mechanics can interact in unpredictable ways. This naturally creates replayability.
Thank you for taking the time for this conversation. We wish you the best of luck in the continued development of Loot List: Thief Sim and look forward to seeing how the project evolves upon its Early Access release on Steam.