Gunpoint
2013
Audio: English
- platform
- puzzle
- strategy
- adventure
- indie
- action
- science fiction
- stealth
- comedy
- single player
The story
Gunpoint is a stealth puzzle game that lets you rewire its levels to trick people. You play a freelance spy who takes jobs from his clients to break into high security buildings and steal sensitive data. To get past security, you'll need to make creative use of your main gadget: the Crosslink. It lets you see how all the security devices in a level are wired up, and then you can just click and drag with the mouse to wire them differently. So you can connect a lightswitch to a trapdoor, then flick it when a guard walks across to make him fall through.
What it’s like
Clean side-scrolling city blocks rendered in flat, neon-edged vector shapes, with a moody noir palette of deep blues, sodium-orange window light and red-lit security panels against near-black backgrounds. The camera stays locked in a 2D side view, so every level reads like a diagram of rooms, stairs and wires, and the silhouette of a guard turning a corner is as clear as a chess piece. Sound is sparse: low electronic hums, the click of a switch, a jazzy noir underscore that drops out when alarms cut in. Its vibe is wry, clever and slightly seedy, a cool-headed puzzle that rewards tinkering and gently mocks its own spy clichés with deadpan dialogue between jobs. Pacing is brisk and experimental; each level is a short problem you solve by rewiring the building, then replay to find a cleaner route. Violence is present but cartoonish: guards can be knocked out or dropped through floors, and the protagonist's gunpoint lever-hacking is quick and bloodless, with death shown as a brief, comic tumble rather than gore. The story is a light-hearted arc of a freelancer drifting into bigger, shadier jobs. Suits players who enjoy thinking through puzzles at their own pace, fans of stealth without tension-heavy horror, and anyone who wants a dry-witted late-night game for a focused evening.
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