Compara los precios de Ladra en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bright Flask Games. Publicado por Bright Flask Games. Lanzado el 13/11/2015. Disponible en PC. Géneros: Action, Adventure, Indie.

A quiet underdog from 2015 that asks one question: can a two-hour stealth puzzle built in RPG Maker actually feel intentional? Mostly, yes.

I have a soft spot for the small, stubbornly focused game that does exactly one thing and refuses to apologize for the scope. Ladra is that game. Bright Flask Games built a top-down, 2D stealth experience in RPG Maker VX Ace, which is the kind of sentence that makes genre enthusiasts nervous, and honestly, the nervousness is not entirely unfounded. But the result is more interesting than the engine pedigree suggests. You play as Estella, a young thief raised by an old mentor in the medieval city of Brumine. The premise is compact: she discovers the king is engineering a war, and she decides her particular set of shadow-and-fingers skills are better spent stopping it than lining her own pockets. The story is not sprawling and it does not pretend to be. What it gives you instead is a clean, linear set of stealth levels where the core loop revolves around four interlocking actions: hiding in shadow spots to break guard line-of-sight, pickpocketing keys and valuables off patrol routes, lockpicking chests and doors to progress, and threading all three together without triggering an alert. Estella does not fight. She does not knock guards out. The game's whole philosophy is built around that restraint, and when it clicks, the tension of slipping past a slow patrol with a stolen key in your pocket feels genuinely satisfying. The RPG Maker origins do show their limits, though. The tile work is functional rather than atmospheric, and a handful of RPG Maker engine quirks (clunky windowed behavior, basic sprite animation) make the experience feel rougher than the underlying design deserves. Players hunting achievements should also know that a couple of the unlock conditions, including the lockpicking-themed completion badge, have been reported as tricky to trigger. The community has mapped the levels thoroughly, but a small number of achievement flags appear to have remained inconsistent since launch with no patch on record. That is worth knowing before you commit to a completionist run. What compensates, and this is the part I want to advocate for, is that Ladra understands its own length. Completion data puts most players at roughly two to three hours, and the game earns that runtime. There is no padding, no combat system shoehorned in to justify the price, no open world that dilutes the tension. The chapter structure, which includes an epilogue, parcels out the stealth puzzles at a pace that respects your time. For anyone who has bounced off bloated stealth games that bury the good design under forty hours of filler, this brevity is a genuine virtue. The overall Steam reception sits in mixed territory, driven largely by the engine-related rough edges, but the positive responses cluster around players who came in calibrated for a small, handcrafted puzzle-stealth experience rather than a AAA production. If you want a zero-combat stealth game with a female protagonist, a clear moral spine, and the discipline to end before it overstays its welcome, Ladra is a harder find than it should be. Temper expectations on visual fidelity, go in knowing the achievement list has a rough edge or two, and you may find something quietly worth your afternoon. Kai, Scout Team

Ladra

Ladra

13 nov 2015Bright Flask Games
GamerScout opina

A quiet underdog from 2015 that asks one question: can a two-hour stealth puzzle built in RPG Maker actually feel intentional? Mostly, yes.

PC
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I have a soft spot for the small, stubbornly focused game that does exactly one thing and refuses to apologize for the scope. Ladra is that game. Bright Flask Games built a top-down, 2D stealth experience in RPG Maker VX Ace, which is the kind of sentence that makes genre enthusiasts nervous, and honestly, the nervousness is not entirely unfounded. But the result is more interesting than the engine pedigree suggests. You play as Estella, a young thief raised by an old mentor in the medieval city of Brumine. The premise is compact: she discovers the king is engineering a war, and she decides her particular set of shadow-and-fingers skills are better spent stopping it than lining her own pockets. The story is not sprawling and it does not pretend to be. What it gives you instead is a clean, linear set of stealth levels where the core loop revolves around four interlocking actions: hiding in shadow spots to break guard line-of-sight, pickpocketing keys and valuables off patrol routes, lockpicking chests and doors to progress, and threading all three together without triggering an alert. Estella does not fight. She does not knock guards out. The game's whole philosophy is built around that restraint, and when it clicks, the tension of slipping past a slow patrol with a stolen key in your pocket feels genuinely satisfying. The RPG Maker origins do show their limits, though. The tile work is functional rather than atmospheric, and a handful of RPG Maker engine quirks (clunky windowed behavior, basic sprite animation) make the experience feel rougher than the underlying design deserves. Players hunting achievements should also know that a couple of the unlock conditions, including the lockpicking-themed completion badge, have been reported as tricky to trigger. The community has mapped the levels thoroughly, but a small number of achievement flags appear to have remained inconsistent since launch with no patch on record. That is worth knowing before you commit to a completionist run. What compensates, and this is the part I want to advocate for, is that Ladra understands its own length. Completion data puts most players at roughly two to three hours, and the game earns that runtime. There is no padding, no combat system shoehorned in to justify the price, no open world that dilutes the tension. The chapter structure, which includes an epilogue, parcels out the stealth puzzles at a pace that respects your time. For anyone who has bounced off bloated stealth games that bury the good design under forty hours of filler, this brevity is a genuine virtue. The overall Steam reception sits in mixed territory, driven largely by the engine-related rough edges, but the positive responses cluster around players who came in calibrated for a small, handcrafted puzzle-stealth experience rather than a AAA production. If you want a zero-combat stealth game with a female protagonist, a clear moral spine, and the discipline to end before it overstays its welcome, Ladra is a harder find than it should be. Temper expectations on visual fidelity, go in knowing the achievement list has a rough edge or two, and you may find something quietly worth your afternoon.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Zero-Combat StealthPuzzle-StealthLinear LevelsMedieval SettingFemale ProtagonistShort-FormLockpicking MechanicGuard Patrol Puzzles

Requisitos del sistema

Mínimos

OS
Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit) / 8
Memory
512 MB RAM
Storage
100 MB available space
Graphics
1024 x 768 pixels or higher resolution
Processor
Intel® Pentium® 4 2.0 GHz equivalent or faster

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Información del juego

Desarrolladora
Bright Flask Games
Distribuidora
Bright Flask Games
Fecha de lanzamiento
13 nov 2015

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¿En qué plataformas está disponible Ladra?

Ladra está disponible en PC.

¿Cuándo se lanzó Ladra?

Ladra se lanzó el 13 de noviembre de 2015.

¿Quién desarrolló Ladra?

Ladra fue desarrollado por Bright Flask Games.