Three Thieves Three Thieves Game update 3d ago

Trouble in Terrorist Town!

A group of Terrorists have Traitors in their ranks, only one side can survive. Who will win?

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About This Package

Trouble in Terrorist Town is a round-based social deduction/deception FPS.  Each round, players are secretly assigned one of two core roles: Innocent or Traitor. They have to figure out who’s who before it’s too late. 
Innocents are vulnerable and can’t be sure who to trust; they need evidence to kill another player or they risk losing the round for their team. They win by surviving until the timer runs out or wiping out all of the Traitors.
Traitors have access to special tools and weapons, but they're outnumbered. They win the round by wiping out all of the Innocents, ideally without getting caught! 
Have feedback, suggestions or just want to organize a lobby? 
Join our discord: discord.gg/threethieves
Read the TTT Docs
Who we are
Three Thieves is a small development group building a ground-up remake of TTT for s&box. The project exists because we want to see it continued with a simple goal in mind: keep it feeling like TTT. Same fun, same mind-games and mayhem while making the game cleaner, sturdier, and more pleasant to live in long term (without sandblasting the soul out of it).  We love this game and it has been part of our lives for a long time, so we want it done right and faithful to Bad King's original vision.

What TTT feels like to you is, of course, something that varies wildly due to the nature of Garry's Mod and all of the various workshop items different servers would use. So "feeling like TTT" for us also means aiming towards providing as many customization options as possible so you can play the game the way you're used to playing it. 

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Media (18)

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76,856
Total Users
463,667
Total Sessions
5.7 years
Total Playtime

Global Statistics

314.2K
kills
161.7K
innocents-killed
52.4K
traitors-killed
85.6K
innocents-killed-as-traitor
43.9K
traitors-killed-as-innocent
74.3K
innocents-killed-as-innocent
5.8K
traitors-killed-as-traitor
57
innocents-killed-as-innocents
2.2K
traitors-killed-as-traitors
504
meters_walked
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info
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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68.3h - 136.5h
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Package ID: thieves.terrortown
Created: 2023-06-03 00:18 UTC
Updated: 2026-08-21 03:03 UTC
Type: game
Public: Yes
Version: 343654
files: 5,724
Size: 1,051.9 MB
Engine Version: 28
Asset Version ID: 343654
Version Created: 2026-08-21 03:03 UTC
Hash: 1787281443
Manifest: Open manifest
Multiplayer: Yes
Versus: Unknown
Co-op: Unknown
Max Players: 32
Min Players: 1
Game Network Type: Multiplayer
Physics: 2, 1, 0,0,-800, 1.2, 1, Continuous, 2, 8, 1, 1
Compiler: TerrorTown, SANDBOX;ADDON;DEBUG, CS1591, , , , Debug, Array, Array, Array, Array
Control Modes: 1, 1, 1
General Extensions: false
Targetted Extensions: true
Extension Api Version: 1001
Public: true
Tick Rate: 30
Launch Mode: Normal
Startup Scene: scenes/mainmenu.scene
Map Startup Scene: scenes/engine.scene
Dedicated Server Startup Scene: scenes/engine.scene
System Scene: scenes/system.scene
Resources: /fonts/* /fonts/alphazet/* /UI/*
Game Settings:
Code Package References:
new_releases Latest Update Aug 21, 2026
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Patch 0.8.1 Aug 10, 2026
Added
  • New water rippling and underwater visuals
  • A number of audio and visual effects for water interactions (particles, camera FX, underwater muffling)
  • Corpses will bleed if in the new water for a period of time, the blood will fade away with movement
  • Wind whooshing SFX for fast air movement/falling
  • Flashlight click SFX and a number of other small adds/improvements to existing or unused audio
Improved
  • Water is now buoyant, will douse objects on fire and prevent incendiary/smoke grenades from exploding while submerged
  • Increased the upward bias to Newton Launcher impulses; players fly further, props hit harder more easily
  • Spectator UI for names & prop possession tweaked for better legibility
  • Equipment shop allows purchasing an item to replace an occupied slot
  • Buying shop weapons for an occupied slot transfers reserve ammo from that slot's current weapon if applicable
  • Audio for weapon and ammo pickups, equipping weapons & shop purchases
  • More performance adjustments to bullet tracers and impact decals
  • Bullet casings are emitted from persistent particle emitters instead of cloned as instances of the particle GO
  • Fire particles are more performant
Fixed
  • Trigger volumes not detecting props when loaded from a Hammer map
  • Several editor text gizmos with map tools rendering incorrectly
  • Some weapons spawning midair or clipping in the ground when set to start asleep
  • Randomly spawned weapons serializing in a .vmap while hammer is open and running the game in-editor
  • nofalldamage tag not working on trigger colliders
Mapping Overhaul, Compatibility & T Weapons Jul 21, 2026
Added
  • Newton Launcher, a Traitor weapon that launches players and props with a physics impulse
  • Disguiser, Traitor equipment that masks your identity visually & on radio messages + hides from detective's radar
  • Maps without TTT weapon spawns now generate weapons automatically, supporting most platform maps
  • Custom rule configurations can now be saved as presets from the main menu
  • Custom map vote lists can be chosen when starting a lobby and saved as part of a preset
  • "Goomba stomping" redirects fall damage to the player you land on
  • "Last seen" data on corpses, displays who they last saw before they died
  • "Activate equipment" input (H key by default) for using or toggling certain shop items (disguiser & radar, currently)
  • New and expanded external TTT documentation wiki
  • Interaction support for native doors and damage volumes (TriggerHurt)
  • Mapping: Full support for scene-based maps and their map objects
  • Map I/O: Movement paths now support splines for curved, rotating and dynamic motion
  • Map I/O: Ziplines and slides for I/O-controlled player movement
  • Map I/O: Logic Counter fires an output after receiving a set number of inputs
  • Map I/O: Object Sink detects tagged props inside, fires an output and optionally destroys them
  • Map I/O: Object Spawner creates weapons or props when triggered
  • Map I/O: Prop Damage Surface defines custom or I/O-activated prop damage
  • Map I/O: Prop Break Output fires when its prop is broken
  • Map I/O: Explosive Prop supports standard, I/O-triggered and role-triggered explosives
  • Map I/O: Breakable Glass adds basic and I/O-controlled breaking for meshes, models and props
  • Map I/O: "nofalldamage" tag on a collider prevents fall damage within its area
Improved
  • Role Buttons now have clearer visuals and better alignment with parent objects
  • Shop menu for Traitors and Detectives have input hints for item use and behavior
  • Radar ping cooldown 30s -> 20s, can be manually pinged with "Activate Equipment" input
  • Hover interaction hints were polished for visibility & clarity
  • Lobby creation UI was changed for new features & clarity
  • Corpse inspection UI was polished for new features
  • Spectator UI was adjusted for better visibility
  • Improved broken-glass VFX
  • Map titles replace idents in more UI locations
  • Improved prop damage and collision behavior
  • Prop pickup eligibility now uses mass alone rather than mass and arbitrary size calculations
  • Specific Weapon Spawners now use a dropdown instead of Weapon Data
  • Specific Weapon Spawners no longer bundle weapon files with maps, reducing package size
  • Map I/O: TriggerHurt and new Prop Damage Surface can now target specific roles
  • Map I/O: TriggerHurt and new Prop Damage Surface support custom active or on-hit damage VFX
  • Map I/O: Explosive Prop component optionally reads model-defined explosion values if available & enabled
Fixed
  • Props no longer occasionally stop mid-air after being thrown or dropped by clients
  • Breakable props no longer, occasionally, reset incorrectly when broken while held by a player
  • Rare local prop duplicates appearing after a physics prop breaks
  • Light prop tosses and other minor impacts now apply chip damage correctly
  • Dropped props now damage players even without initial velocity
  • Occasional player body stuttering/twitching/rotating slightly when their health changes
  • Rarely, from the main menu, lobby settings reverting a different setting in the same row when being configured
  • Body armor icon visuals not activating when receiving damage
  • Some misaligned weapon icons in corpse inspection and the buy menu
  • Lack of warning prompt when selecting Quit from the main menu
  • Map I/O: Path Point labels now render clearly and correctly
  • Certain weapon spawn placements changed to reduce geometry clipping
  • Opening a scene or map directly in the editor now bootstraps it as an in-game load
  • Many of these fixes also improve performance
Removed
  • Weapon Data selection from Specific Weapon Spawners
  • Model previews from placed Specific Weapon Spawners
Known Issues
  • TBD, this was a big one & I'm sure we'll hear about something!
Visuals & Minor Bug Fixes Jun 18, 2026
Added
  • Particle effects while healing from the health station
Improved
  • Hold poses and attack animations for the crowbar, magneto stick and DNA scanner
  • Hold poses and attack animations for the jihad, c4, health station and knife
  • Hold poses and attack animations for the spas-12 and HUGE
  • Hold poses and attack animations for all pistols
  • Hold poses and attack animations for all grenades
Fixed
  • Corpses not ragdoll-ing after yesterday's s&box update
  • Disconnected player corpses occasionally displaying in T-pose across rounds
  • Full body clothing not displaying properly
  • Overly aggressive jump prevention while bunny hopping is disabled
  • Health station floating when dropped
  • Audio reverb on rat maps which are one large room should be fixed or improved
  • Absurd war cry volume on the jihad
  • Jihad blowing up when picked back up off of the ground after being armed
Weapons and Players Jun 12, 2026
Added
  • Full-body player cosmetics lobby/server setting + opt-out local user setting
  • New "Loot" lobby/server settings control amount and type of random weapon spawns on maps by player count
  • New death camera transitions and effects depending on the cause of death
  • Additional knife throwing animation, sounds & small tweaks
  • Alternate scene when returning to the main menu from a lobby/server that skips opening cutscene
  • https://sbox.game/ice/terminal/ added to the Official map pool
  • https://sbox.game/thieves/gothic/ added to the Official map pool
  • https://sbox.game/thieves/ttt_cluedo added to the Official map pool
Improved
  • Weapons, ammo and equipment had a large-scale refactor internally to optimize performance and prepare for the eventual addon framework
  • Weapon, grenade and ammo spawns are pooled and reused on maps to optimize round reset behavior
  • Weapons, grenade and ammo spawns will now spawn based on the current player count
  • Pickups and props that were mistakenly placed out of bounds by mappers and fall infinitely are destroyed
  • Several weapon world models had their physics hulls reworked to improve performance and physics reactivity
  • Corpses had a major refactor internally to optimize for performance; much smoother ragdoll behavior on death
  • Quite a bit of networked VFX (Muzzle flashes, tracers, explosions and so on) were optimized for performance
  • XMovement networking expenses like synced fields for proxy animation have been reduced and optimized
  • Animation state of proxy players was introduced to optimize network performance
  • The player's physics colliders have been optimized for performance
  • The world visibility of the player's body and held weaponry were optimized for network performance
  • Dying and entering spectator mode visual transitions are more fluid
  • C4 and barrel explosions were optimized for network performance, as well as their interaction with nearby props and gibs
  • Trigger volumes and other map tools were optimized for network performance
  • Network visibility culling for props, weapons and corpses to reduce network traffic
Fixed
  • Hotfix #3: Fix weapons sometimes not being visible in other player's hands
  • Hotfix #2: Fix prop-killing and cosmetics being overridden
  • Hotfix #1:
  • Fix spectators being sent back to their corpse repeatedly when pressing space
  • Fix old weapon references on maps spawning broken guns via replacement at runtime
  • Likely fix on round starting and ending sounds not playing consistently
  • Original changelogs:
  • Being sent a stale or inaccurate reason for server disconnect as a client
  • Teleporting resulting in players not taking damage from certain sources, or taking damage from sources they are not near
  • Preparation timer for the first round after switching maps not being 60 seconds
  • Icons on the map vote not choosing the 1:1 thumbnail if available
  • First person viewmodels having incorrect FOV for spectators before spawning for the first time after joining mid-round
  • Thrown grenades and explosions right before reset persisting into the next round
  • C4 being able to be moved while armed in certain situations
  • C4 UI panel overlapping with hover hint on clients
Removed
  • First person spectators no longer see ammo for the spectated player
Known Issues
  • Directly-placed weapon prefabs on maps will send warnings to the console about missing components on initial join
  • A few more unknown object warnings in console that don't impact gameplay
Knife throwing & Performance Jun 1, 2026
Added
  • Players can now throw the knife with right click to 'charge', release to throw
  • New animations for throwing, holding and swinging the knife
Improved
  • Out of bounds detection and clipping
  • Prop damage safety, balance and network expense
  • Cleaner input key titles in keybinds
  • User settings page visual and behavioral tweaks
  • Numerous cosmetic weapon-related effects are safer, more efficient and less prone to causing network churn
  • Disconnect message is more clear when a player is votekicked or auto-kicked for low karma
  • corpse ragdoll performance, behavior & responsiveness
  • Volume mixers and internal sound pathing, in anticipation of a larger audio overhaul
Fixed
  • Dedicated server host can trigger player logic
  • Rare crash from invalid player directional/animation data
  • guard related magneto stick, movement and animation inputs
  • Guard an assortment of rare NREs from cosmetic effects
  • Haste mode no longer increments twice from one death
  • Certain exploits, including a number of spam-dropping & damage vulnerabilities
  • Body armor no longer protects against jihad explosion
  • After last week's explosion refactor, explosions stopped hitting players twice. We doubled the jihad's range to match its prior effectiveness
  • ...and many more!
Props & Maps May 21, 2026
Added
  • Prop possession
  • Map I/O: Path looping
  • Map I/O: Explosive trap
  • More maps
  • Map tags
  • Map size descriptions
Improved
  • Performance (again!)
  • Loading times (again!)
  • Map voting configuration
  • More map pool options for server and lobby hosts
  • Prop pushing no longer hard-blocked by high weight, now scaled by effectiveness
  • Health station can be broken (200 HP, or 10 crowbar hits)
Fixed
  • Map transitions: simpler and more performant
  • Joining or map-switching clients can't join the wrong map
  • The two issues above leading to physics-related crashes
  • Map teleporters applying at unexpected times
  • Explosive barrel VFX displaying on round reset
  • Health station working on client & host
  • Health station double-applying healing
Roles, Visuals & Chat May 8, 2026
Added
  • Proximity chat (WIP)
  • New 'volumetric' smokes
  • Post-processing (Tonemapping, bloom)
  • More roles (Moderator, Admin etc.)
  • More role icons for the scoreboard
  • Hover tooltips for role icons on scoreboard
  • Moderation actions from scoreboard right-click
  • Karma banners (e.g. Reputable, Trigger-Happy)
  • Toggle Karma auto-kick on/off
  • Toggle RTV on/off
Improved
  • Performance
  • Physics
  • Joining load times
  • Map transition load times
  • Round reset and cleanup behavior
  • Servers not displaying map correctly or incorrect map
  • UI hints for Traitor/Detective controls (e.g. team chat, shop) and general tooltip visibility
  • Moderation tools
  • Server settings config
  • Incendiary grenades: OG damage values, small performance gains
  • More work on out-of-bounds logic
  • Water and air movement
  • Grenade physics (WIP, just a small touch here)
Fixed
  • Loading screen display issues
  • Exacerbating known s&box-wide disconnection/crash issues with client acks
  • Explosive barrel VFX displays on clients
  • Votekick no longer works on lobby/server admins
  • Haste Mode time applying properly
  • Lobby max round count no longer (visually) capped at 64
  • Health bar resizing
  • Crowbar damage no longer impacted by karma
  • Spectator audio inconsistencies
  • Can now apply mod actions to yourself
Known Issues
  • Ping display (s&box)
  • While dead, hovering over role icons doesn't work
  • Rare poorly-timed joins can join the wrong map or experience desync if the host changes maps a few seconds afterwards
  • Explosion behavior needs improvement and rework
  • Create Lobby settings page needs further polish (Scroll to view all of the settings)
  • Features on certain maps being broken or missing (e.g. the Nether portal). Working on it ASAP!
Server Support, Maps & Fixes May 3, 2026
Added
  • Added server/lobby info tab to the pause menu
  • Added confirm button for disconnect and quit to s&box actions in the pause menu
  • Full servers/lobbies will display in the in-game lobby list (This does not impact the s&box native menus)
  • Dedicated servers are distinct in the lobby list
  • Lobbies and servers now display ping
  • Scoreboard now displays the lobby/server name and current map
  • Spectators can inspect corpses
  • Added server/lobby info tab to the pause menu
  • Added confirm button for disconnect and quit to s&box actions in the pause menu
Improved
  • Ladder climb/drop speed increased
  • More blatant VSync performance/feel warnings
  • DNA scanner ping visibility and clarity
  • Pause menu size increased for legibility
  • Jihad: explosion triggers faster
  • Shotgun base damage increased; headshot damage multiplier decreased
  • Karma is slightly more punitive
Fixed
  • Many fixes, performance improvements, and polish improvements across numerous maps
  • Stuck logic is no longer able to force you into a non-grounded area, which could result in falling out of the map
  • C4 radius is appropriately adjusted based on the timer
  • Fixed shotgun infinite reload issue
  • Fixed team voice chat displaying globally for a split second
  • Karma no longer triggers on self-inflicted deaths of any kind
  • Buy menu sorting cookies now save correctly
  • Resolve /votekick correctly
  • AFK not unset correctly on map switch
Removed
  • Temporarily removed Detective UMP
  • Hosts can noclip by default