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Gentle Thief: a stealth puzzle made with AI, robbing the rich under the eaves of old Taipei, playable in your browser

This time we wanted a game about Taiwan’s history that doesn’t test your reflexes. Platformers and fighting games depend on how buttons feel, which is hard on a phone’s touch screen. So we made a turn-based stealth puzzle: you take one step, the guards take one step; if you don’t move, nor do they, and you can think it over.

The story is set in Dadaocheng, Taipei, in the early years of Japanese rule (around 1905). Tiancai, a seventeen-year-old apprentice at a tea house, is accused by his master Chen Jinshui of stealing, loses his wages and is thrown out. That night he slips back into the office through the back door and takes only his own three silver dollars: the first thing he has ever stolen. Later, in the Chen family’s woodshed, he finds a stack of IOUs, and the signatures on them are fake… His name, Tiancai, means “more wealth”: his parents hoped he would get rich. Whether he keeps the silver he steals or shares it with his neighbours is up to you.

The places are real: Dadaocheng, Bangka (Wanhua), Bopiliao, the Tamsui River docks, the walled city of Taipei, Bali and Guanyin Mountain. The people and the story are fiction.

The game is called Gentle Thief (添財義賊), made in the format of a retro TV game console. The whole game file is 2 MB, with a prologue, five chapters and three endings: 16 stealth heists in all. The story, rules, code, levels, maps, characters and music were all made by an AI. The AI worked for about 129 minutes, about US$22 at API prices.

Play it in your browser: aixsfc.app/player/?load=gentlethief. It is free; to share it, send your friends that address. The game text is in Chinese (Traditional).

From the title to the Chen family's back yard in chapter 1 (sound on): Dadaocheng at night, the prologue's sneak into the tea house office, a bun that puts the dog to sleep, and three stars for taking every coin. No spoilers for the later chapters; those are for you to play. Picture and sound straight from the player's emulator.

Chapters and places

ChapterPlacesHeists
Prologue: The night he was framedDadaochengThe tea house office
Chapter 1DadaochengThe Chens’ back yard, the dock warehouse, the Chens’ front hall, the Chens’ inner rooms
Chapters 2 to 4Bangka, the Tamsui River, the walled city of Taipeifor you to play
Chapter 5Bali, Guanyin Mountainfor you to play

Each chapter has a street map to walk around: talk to people, buy things at the stalls, and find the way into the next heist.

How it plays

Prologue: the tea house office
Prologue: the tea house office. The arrows on the floor show what the servant can see; in the dark he only sees you from the next tile.
The Chens' back yard: the dog asleep after a bun
Chapter 1: the Chens' back yard. Toss a bun next to the dog; it eats and falls asleep.
The clear screen: three stars
Cleared: within the par steps and every coin taken, three stars.
Dadaocheng's street at night
Dadaocheng at night: between heists you come back to the street, talk to A-Tao and decide what to do with the silver.

A demo first, then the rest

The AI suggested a few directions. Once “a gentleman thief who robs the rich, as a turn-based stealth puzzle” was chosen, it wrote the story outline, the characters and the rules before building anything. The first round was a demo: the prologue and chapter 1, 5 heists.

We played the demo in the aixsfc.app player and fixed a bug where the hero couldn’t move after coming back to the street from a heist. Then the AI built chapters 2 to 5, adding 11 heists, new tricks and 5 songs. After another play-through of the whole game, the entrances became easier to find, doors that can’t be entered yet now say where to go next, silver buys tools at the stalls, and the menu lost the entries it didn’t need and gained a record screen.

The street maps reuse the map parts of our previous game, Sheathless (roofs, temples, stalls, docks, city walls, woods); the stealth part and the music were made new.

How the AI built it

How we checked it can be finished

What it cost

AI working timeabout 129 minutes (planning and the demo about 48 minutes, play-test fixes about 11 minutes, chapters 2 to 5 about 55 minutes, fixes after play-testing the full game about 15 minutes)
ModelClaude Opus 5.5, about 176 replies
AI output tokensabout 280,000
Tokens processedabout 61 million (mostly cache reads)
Estimated costabout US$22 (at Anthropic API prices, November 2026; subscriptions are billed differently)
Anything elsenothing: the font is openly licensed, and everything else was made for this game

Versions

VersionWhat changed
1.261106.3Stepping onto an entrance asks whether to go in; doors you can’t enter yet say where to go next; silver buys buns and firecrackers at the stalls; the menu has a record screen
1.261106.2The full game: chapters 2 to 5 and three endings; curtains, creaking boards, a guard who chases you
1.261106.1Fixed: the hero couldn’t move on the street after the prologue
1.261106.0The demo: the prologue and chapter 1, 5 heists

Not done yet

To make your own game with AI, run npx https://aixsfc.app/skill/aixsfc.tgz in an empty folder and start claude; see the home page.

Sources and licences