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Steam News30 May 20261mo ago

Update 1.7 – Better Guards, Seamless Shops & Gameplay Improvements

Greetings Thieves, I hope you’re all having a great start to your summer. I’ve been hard at work on Update 1.7, focusing on some long-standing gameplay improvements that many of you have been asking for.

In this update6

Full notes

Full Cloak And Coin update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

12 fixes6 additions19 changes0 removals
  • Gameplay
  • Balance
  • Store
  • UI and audio
  • Maps
  • Fixes
changedGreetings Thieves,I hope you’re all having a great start to your summer. I’ve been hard at work on Update 1.7 , focusing on some long-standing gameplay improvements that many of you have been asking for.
changedGreetings Thieves,For this update, I really wanted to focus on some long-standing gameplay improvements and feedback that many of you have been requesting for quite some time.
changedImprovements: Guard Patrolling & Difficulty ScalingAfter reviewing gameplay sessions across different difficulties, I noticed that players on higher difficulties generally seemed more engaged with Cloak And Coin’s core gameplay systems.
addedImprovements: Guard Patrolling & Difficulty ScalingA large part of this appears to come from the additional pressure introduced through tougher Guard behaviour and Curses, which naturally create more unpredictable situations during Contracts.
changedImprovements: Guard Patrolling & Difficulty ScalingTo help address this, I’ve spent a lot of time this update rebalancing Guard behaviour, detection, and difficulty scaling across the board. Guards will now hunt players more consistently after losing line of sight, regardless of difficulty level.
changedImprovements: Guard Patrolling & Difficulty ScalingI’ve also reworked Guard movement and sprinting speeds to create a healthier balance between pressure and accessibility. My hope is that Guards still feel a little clumsy on lower difficulties, while remaining persistent enough to encourage players to properly engage with the games coire mechanics.
Rebalanced the Explosives Kit cooldown15seconds25secondsRebalanced the Explosives Kit cooldown increased, nerf

Cloak And Coin changes

changedI hope you’re all having a great start to your summer. I’ve been hard at work on Update 1.7 , focusing on some long-standing gameplay improvements that many of you have been asking for.
changedFor this update, I really wanted to focus on some long-standing gameplay improvements and feedback that many of you have been requesting for quite some time.
changedAfter reviewing gameplay sessions across different difficulties, I noticed that players on higher difficulties generally seemed more engaged with Cloak And Coin’s core gameplay systems.
addedA large part of this appears to come from the additional pressure introduced through tougher Guard behaviour and Curses, which naturally create more unpredictable situations during Contracts.
changedTo help address this, I’ve spent a lot of time this update rebalancing Guard behaviour, detection, and difficulty scaling across the board. Guards will now hunt players more consistently after losing line of sight, regardless of difficulty level.

Greetings Thieves,

I hope you’re all having a great start to your summer. I’ve been hard at work on Update 1.7, focusing on some long-standing gameplay improvements that many of you have been asking for.

For this update, I really wanted to focus on some long-standing gameplay improvements and feedback that many of you have been requesting for quite some time.

So without any further ado, let’s get into Update 1.7 and everything it brings.

Improvements: Guard Patrolling & Difficulty Scaling

After reviewing gameplay sessions across different difficulties, I noticed that players on higher difficulties generally seemed more engaged with Cloak And Coin’s core gameplay systems.

A large part of this appears to come from the additional pressure introduced through tougher Guard behaviour and Curses, which naturally create more unpredictable situations during Contracts.

For Update 1.7, I wanted to improve how Guards behave across all difficulties so newer players still experience that same sense of tension and pursuit, without making lower difficulties feel overwhelming.

To help address this, I’ve spent a lot of time this update rebalancing Guard behaviour, detection, and difficulty scaling across the board. Guards will now hunt players more consistently after losing line of sight, regardless of difficulty level.

I’ve also reworked Guard movement and sprinting speeds to create a healthier balance between pressure and accessibility. My hope is that Guards still feel a little clumsy on lower difficulties, while remaining persistent enough to encourage players to properly engage with the games coire mechanics.

As always, I’d love to hear what you all think once you’ve had a chance to try the changes for yourselves.

New Feature: Better Shops

The death of queueing culture as we know it...

Thieves can now interact with the same shop vendor at the same time, allowing everyone to browse clothing, hats, and equipment without waiting for another player to finish shopping first.

This was a much-needed quality of life improvement, especially during multiplayer sessions, and should make preparing for Contracts feel far smoother and less restrictive.

There are, however, two exceptions to this new system:

  • Other patrons inside the Rogues Den

  • Alderworth, the barkeep of The Iron Stag

He’s old, grumpy, and absolutely refuses to deal with multiple customers shouting orders at him all at once.

Update 1.7 Patch Notes

Gameplay:

  • Improved the Explosives Kit by allowing it to blow open Vault Doors. Previously, the Explosives Kit felt a little underwhelming compared to some of the other available Kits, so this should hopefully give it a much stronger role during Contracts.

  • Rebalanced the Explosives Kit cooldown from 15 seconds to 25 seconds.

  • Decreased Imported Beer License from 6,000 Gold pieces to 3,000.

  • Added a new range of pickup sound effects for many lootable items throughout the game.

  • Added a new sound variation system that randomizes different pitch values for pickup sounds, helping reduce repetition while looting.

  • Increased the maximum Guard hunting radius across all difficulties.

  • Improved lighting quality on the Golden Tides contract.

  • Added new props and made small layout adjustments on Golden Tides to help break up large Guard sight lines and improve stealth gameplay flow.

  • Improved lighting quality on the Gunpowder Gambit contract.

  • Slightly adjusted the upstairs area on the Bone Exhibit contract to improve overall map flow.

  • Updated the Kit Store menu to make it more obvious which Kit you currently have equipped.

Bug fixes:

  • Fixed an issue where Guards would incorrectly return to their patrol routes before properly hunting for players.

  • Fixed an issue where players would sometimes be unable to see an item in their hands after picking it up.

  • Fixed an issue where consumed items would occasionally remain visible in players’ hands.

  • Fixed an issue where player Kits would not appear correctly while activating them during sprinting.

  • Fixed an issue where item pickup sound effects would not always play correctly.

  • Fixed an issue where the default Resolution Scale in Video Settings would incorrectly be set to 25% instead of 100%.

  • Fixed an issue where Lever icons in the Brain Drain and By The Book contracts would not appear for players who joined mid-contract.

  • Fixed an issue on Jewels of the Trade where the upstairs Guard inside the jewellery store could become stuck in his starting room.

  • Fixed an issue on Bone Exhibit where rescued players could occasionally become trapped inside their jail cell.

As always, if you’d like to report bugs, share clips, or chat with me and other Thieves, you can join the community here.

Happy heisting,

netDOT

Source

Steam News / 30 May 2026

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