Deathloop is a 2021 first-person shooter game created by Arkane Lyon and published by Bethesda Softworks. The player controls Colt Vahn, an assassin who must escape a time loop by killing eight targets called visionaries before midnight each day. The story takes place on an island named Blackreef. Each day is divided into four parts: morning, noon, afternoon, and evening. Moving between the island’s four districts causes time to progress. Using Colt’s weapons and abilities, the player must find the best way to kill all targets in one day. Like Arkane’s earlier games, Deathloop is an immersive simulation, offering players many choices for completing tasks.
Development of Deathloop began in 2018 as a smaller project that allowed Arkane to test new gameplay ideas. The game was built using lessons from earlier Arkane titles, such as Dishonored, which included nonlinear gameplay and removed a morality system, letting players take risks without affecting the story. It also used ideas from Prey: Mooncrash, which tested a roguelike style with limited resources. Arkane added asymmetrical multiplayer, a feature from an earlier, unreleased game called The Crossing, allowing a second player to control Julianna and hunt Colt. Films and TV shows like Groundhog Day and The Avengers influenced the story and design, while the Scottish Highlands and Faroe Islands inspired the look of Blackreef.
Deathloop was released on September 14, 2021, for Windows PC and PlayStation 5. It later came out for Xbox Series X and Series S on September 20, 2022. Although the story happens in the Dishonored universe, Bethesda did not label it as a Dishonored spin-off because it has its own unique story and characters. Critics gave the game mostly positive reviews, praising its gameplay, structure, art style, characters, and story, but some pointed out issues with the artificial intelligence. Many reviewers called Deathloop original and considered it one of Arkane Studio’s best games. It had more than five million players when it launched and was nominated for several awards, including Game of the Year at the Game Awards, D.I.C.E. Awards, and British Academy Games Awards.
Gameplay
Deathloop takes place on an island called Blackreef. The player controls Colt, an assassin trapped in a time loop. Colt must kill eight targets called Visionaries before midnight. If even one Visionary survives, the time loop resets, and all progress is lost. The game includes a multiplayer mode where players can control Julianna, a Visionary who protects the time loop and tries to stop Colt. When playing as Julianna, players join another player’s game and can interfere with their progress. Julianna has a special ability called Masquerade, which lets her change her appearance to match any non-playable character (NPC), helping her stay hidden. If multiplayer is disabled, Julianna is controlled by artificial intelligence.
The game includes two types of missions: Visionary Leads, which are the main story missions, and Arsenal Leads, which help players find better weapons and gear. Each day is divided into four parts—morning, noon, afternoon, and evening. Moving between the island’s four districts changes the time. The routines of people in each district depend on the time of day, and actions in one area can affect routines in others. Different times reveal new paths. For example, a locked room in the morning might be open at night. Players must study the routines of Colt’s targets and determine the correct order to kill them. Since Colt cannot kill all Visionaries separately, he must arrange events to gather multiple Visionaries in one place for quick elimination. Only one correct order exists to kill all Visionaries in a single loop. The time loop has no set time limit, allowing players to explore freely, find clues, and complete side tasks. Clues found in one area can guide players in future locations, and information from one loop can help in the next. Players may need to repeat loops multiple times and revisit locations to learn the steps needed to complete their goals.
Deathloop is a first-person video game that offers many tools for players to use. Each location acts as a sandbox, giving players different ways to reach their goals. Colt can use firearms, melee weapons, and grenades to defeat enemies. Weapons are grouped by rarity, with common weapons often jamming and rare weapons being more powerful but harder to find. Gunfire attracts nearby enemies, but players can avoid detection by using stealth, throwing bottles to distract enemies, or using traps and silenced weapons. Remaining hidden allows players to eavesdrop on conversations, revealing new opportunities. Players can use a hacking tool to disable cameras, turrets, and doors. They collect trinkets, which are divided into rarity levels. Weapon trinkets improve performance, while character trinkets add abilities like double jumping, faster healing, or reduced damage. Each weapon can hold three trinkets, and Colt can equip four trinkets total.
Some Visionaries drop Slabs, mysterious tablets that give special powers, when killed. Players can use two of five Slabs at once. "Shift" lets Colt teleport short distances; "Aether" makes him invisible briefly; "Nexus" links enemies so damage affects all of them; "Havoc" boosts Colt’s damage and defense; and "Karnesis" lets him lift and slam enemies. The "Goldenloop" update adds "Fugue," which slows and confuses enemies. Slabs can be upgraded up to four times by killing the Visionary who drops them in future loops. Colt has an ability called "Reprise," which lets him revive twice in each location. If killed three times in the same area, the loop resets, and Colt loses all weapons, trinkets, and Slabs. To avoid this, Colt can use a resource called "Residuum" to make his gear permanent. Residuum is collected by killing Visionaries or finding caches in locations. Residuum cannot be carried between loops, but players can recover it if they return to where Colt died.
Synopsis
Deathloop is set in a world similar to the 1960s. The game takes place on a single, repeating day in the subarctic island of Blackreef, which was first discovered in 1931. Blackreef was once home to a small fishing village and a military base where scientists studied unusual time-related events. Today, the island is controlled by the AEON Program, created by scientist Egor Serling. Serling aimed to use Blackreef’s special properties to achieve immortality by living in an endless time loop. He gathered eight unique individuals, called the Visionaries, and many followers known as Eternalists, who supported the Visionaries. Because of the time loop, members of the AEON Program can enjoy a never-ending party, as the loop resets every midnight, returning everyone to their original state and erasing memories of the previous day.
Two Visionaries, Colt Vahn and Julianna Blake, are disrupting the time loop. Julianna is unaffected by the memory erasure and warns the people of Blackreef every day that Colt has betrayed the AEON Program and wants to end the loop. This causes everyone to search for Colt. Colt has also gained the ability to remember events from previous days, allowing him to learn the habits of the Visionaries and Eternalists. To break the loop, Colt must kill all eight Visionaries, including Julianna, within one day. If even one Visionary remains alive at midnight, the loop continues. The game’s director, Dinga Bakaba, confirmed that Deathloop exists in the same universe as the Dishonored series, set in the distant future of the events in Dishonored: Death of the Outsider (2017). Both games reference each other.
At the start of the game, Colt Vahn wakes up on a beach after a dream in which an unknown woman kills him. He is hungover and has no memory of who he is or where he is. He receives guidance from alternate versions of himself, who tell him to end the time loop by killing all eight Visionaries before the loop resets at the end of the day. Julianna Blake warns the Visionaries and Eternalists about Colt’s plan, leading them to hunt him. Colt discovers that, unlike others on the island, he and Julianna can remember events across loops.
As Colt works to kill seven of the Visionaries, Julianna hides in the Stabilizer Core, a structure that powers Blackreef’s time loops. The only way to reach the Core is by using an abandoned military rocket plane. Colt explores old bunkers on the island and learns that he was part of Operation Horizon, the original military mission to Blackreef decades earlier. He was accidentally sent to the future during an experiment gone wrong. He joined the AEON Program to find a way to return to the past and reunite with his girlfriend, Lila. Julianna is his daughter. Colt uses the rocket plane to reach the Core, where he confronts Julianna. She explains that Colt began killing her in every loop after changing his mind about the AEON Program, which led her to hate him and retaliate by hunting him. She offers Colt a choice: kill her to break the loop and face an uncertain future, or spare her and continue living eternally in the loops.
- If Colt kills Julianna and himself, he wakes up on the beach, now a strange, ruined landscape, with Julianna holding him at gunpoint. She spares him and leaves, leaving him to face the future alone. The Goldenloop update shows that all Visionaries and Eternalists also wake up to find the loop broken.
- If Colt kills Julianna but refuses to kill himself, the loop resets normally.
- If Colt spares Julianna, they reconcile and work together to hunt other island inhabitants for fun.
Development
Deathloop was created by Arkane Lyon, the team that made Dishonored (2012) and Dishonored 2 (2016). Work on the game started in 2018 as a smaller project for Arkane. According to co-founder Raphaël Colantonio, the team wanted to try new ideas in multiplayer and find ways to reuse game elements. Arkane had previously tested the roguelike genre with Prey: Mooncrash (2018), and Deathloop was built to explore how to remix gameplay using limited assets. The game's scope grew during development, and it was released as a full-price product in September 2021. Before leaving the studio, Colantonio named Dinga Bakaba and Sebastien Mitton as the directors for Deathloop.
Deathloop focused on giving players many choices and freedom. Bakaba said the game "gave players a lot of control over their own enjoyment." As an immersive sim, Deathloop set clear rules for gameplay, and players were encouraged to plan their actions based on these rules and see how the game responded. Level designer Dana Nightingale explained that Deathloop was designed for "deliberate" play, meaning it discouraged random actions. Arkane's map designers avoided adding narrow paths that forced players into specific directions, making the game less linear than Dishonored. They created open spaces where players could choose not to interact with scripted events or characters. Colt's powers were similar to those in Dishonored to keep the game familiar to fans. Bakaba described Deathloop's gameplay as "Dishonored with guns," noting that the team removed all non-lethal ways to defeat enemies, which were common in Dishonored games.
Deathloop's time-loop structure encouraged players to revisit locations multiple times. Becoming familiar with each area helped players improve their skills and understand the game's systems. Since levels were meant to be replayed, the level-design team ensured each route to an objective had its own benefits and challenges. The roguelike inspiration also encouraged players to try different gadgets and builds. Unlike Dishonored, which had a morality system, Deathloop stayed neutral to avoid pushing players toward a specific style of play. The developers removed the quick-save feature from Dishonored because they wanted players to see the results of their actions and react to them instead of skipping failures by loading saved games.
Bakaba called Deathloop a "murder puzzle" and an "inverted Cluedo," where players must eliminate all Visionaries in a single day to achieve the "Golden Loop." He said players might initially fear the time loop for disrupting progress but would later learn that time works in Colt's favor, allowing him to master it like the protagonists in Groundhog Day (1993) and Palm Springs (2020). The developers avoided punishing players for exploring slowly, so time only passed when players left a level. Bakaba compared this system to a turn-based game. Early in development, the game gave little guidance on achieving the "Golden Loop," but playtesters struggled to understand the game, so Arkane added a tutorial called the "guided tour." Quests also provided clear directions. Unlike other immersive sims with minimal HUDs, Deathloop's interface gave players more information to avoid overwhelming them.
To add unpredictability, Arkane included a multiplayer mode, inspired by their earlier work on The Crossing. They wanted fighting Julianna to be a challenge and gave Colt an advantage with the "Reprise" ability, letting him respawn twice. This encouraged Colt players to take risks and Julianna players to be cautious. Julianna's knowledge of the map helped her track Colt and find the best way to kill him, which Arkane called the "ultimate test" for experienced players. Bakaba said the multiplayer mode was an "anecdote generator" and designed to be "freeform," allowing encounters to end without direct confrontations. In-game voice chat was disabled because Arkane wanted players to feel hunted by a character from the game, not someone online. The parry system from Dishonored was replaced with a simpler kick mechanic due to network latency issues.
According to Bakaba, events in Deathloop were originally planned to take place over four days. Every character knows they are in a time loop, but only Julianna, Colt, and a few minor characters remember events from each loop. This made the Visionaries and Eternalist act carelessly because their actions had no lasting consequences. Despite initial tension, Julianna and Colt grew closer because they were the only characters with lasting memories. The developers made Colt amnesiac so he could learn alongside players. Bakaba said Julianna wants to stop Colt from breaking the loop but does not want him to give up. Their interactions were inspired by Quentin Tarantino's films. Julianna's role was added later in development; she was initially similar to other Visionaries. The Visionaries had strong personalities and backstories but were designed so players would not feel bad about killing them. They had no character arcs because the game is set in a time loop. The team used tools like floating thoughts—Colt's memories from previous loops—to help tell the story without long cutscenes. Initially, Colt did not talk to himself, but playtesters found this helped them follow the story, so the team made Colt more talkative.
Deathloop's story was inspired by many films. It was influenced by time-travel movies like Groundhog Day, Edge of Tomorrow (2014), and the Back to the Future trilogy. It was also inspired by French comedy La Colle (2017) and The Fourth Dimension (2012). Films like The Running Man (1987), The Warriors (1979), The Wicker Man (1973), Under the Volcano (1984), and Dark City (1998) inspired the story of a lone person solving a mystery in an isolated place while being hunted. Colt's look was inspired by Denzel Washington's character in The Book of Eli (2010), and his motives were based on Snake Plissken from Escape from New York (1981). Some gadgets were inspired by the James Bond series. Deathloop takes place in the Dishonored universe, but Arkane and Bethesda did not call it a spin-off because it has its own story and characters.
The development team wanted Blackreef
Release
In December 2018, publisher Bethesda Softworks submitted a trademark application for the game Deathloop. Arkane Studios and Bethesda announced the game at E3 2019. It was later showcased during Sony’s PlayStation 5 event in June 2020, confirming it would be released as a timed console exclusive for the PlayStation 5 in late 2020, with a separate release for Windows. In August 2020, the release was delayed until Q2 2021 because the game’s development was affected by the government’s response to the COVID-19 pandemic. The company later announced the game would launch on 21 May 2021. In April 2021, the release was postponed again until 14 September 2021. Development was completed on 5 August 2021, and Arkane confirmed the game was declared "gold," meaning it was ready for production and release. Players who purchased the Deluxe Edition received additional items, including new weapons, trinkets, and character designs.
On 21 September 2020, Microsoft and ZeniMax Media, Bethesda Softworks’ parent company, announced Microsoft’s plan to purchase ZeniMax Media and its studios, including Arkane, for $7.5 billion. The deal added the studios to Xbox Game Studios. The sale was finalized on 9 March 2021. Xbox Game Studios head Phil Spencer stated the acquisition would not change Deathloop’s initial exclusive release on the PlayStation 5, which would remain exclusive there for one year before being released on other consoles. Deathloop was released for Xbox Series X/S on 20 September 2022, along with a "Goldenloop" update that added a new weapon, ability, enemy types, cross-platform play, and an extended ending. Dark Horse Comics released an artbook for Deathloop in August 2022.
Reception
Deathloop received "generally favorable reviews" from critics, according to review aggregator website Metacritic. 92% of critics recommended it, according to OpenCritic.
Edwin Evans-Thirwell from Eurogamer said Deathloop is one of the most enjoyable games Arkane has made. He noted its connection to the Dishonored series and called Deathloop a significant improvement over its predecessor, while also being an "accessible introduction to Arkane's grittier immersive sims." Tamoor Hussain from GameSpot said "observation and dynamic thinking" are as important as combat in Deathloop. He noted players are rewarded for carefully planning and understanding the game's systems and rules. He also enjoyed the sense of progression, as navigation and combat become easier as players gain more powers and become familiar with locations.
Several critics called Deathloop a very original game. Matt Purslow from IGN praised the developers for combining different but interesting ideas into a cohesive package that is "fascinating and unique." He noted the game integrates elements from games like Dishonored, Hitman, Outer Wilds, and Dark Souls. Many critics noted the player's large arsenal of tools and powers are no longer limited by Dishonored's morality system, allowing players to use action as a way to progress, encouraging experimentation and risk-taking.
The investigative gameplay received mixed reactions. West said knowledge is more important than weapons or powers in Deathloop, and the game has a unique structure that becomes more linear as players near the end. He described it as a "fascinating twist" that keeps the experience focused. Purslow said the non-linear investigative gameplay is satisfying, and players will make "thrilling discoveries" by understanding how their actions affect the game. Some critics found Deathloop too linear and said it guides players through the Golden Loop. William Hughes from The A.V. Club was disappointed that the game "has a low opinion of the player's ability to solve mysteries on their own." Critics praised the multiplayer component for being tense and unpredictable. Ian Boudreau from PCGamesN said the game rewards players with success in the four locations. Gunplay received mixed reviews: Hussein called it "satisfying," while West called it "sluggish." The artificial intelligence was also criticized.
The art direction was praised. Hussein described Deathloop as a "fascinating mix of styles and vibes," creating a striking visual design. He also praised the soundtrack for being "eclectic" and "raucous." Stuart praised the visual design and the developers' attention to detail. He said Blackreef is a "theme-park dystopia" that shows a "glorious picture of a ruinous, elitist society," compared to Dishonored's grim atmosphere. Purslow enjoyed the location design, saying they are "intricately detailed" and "dense with personality." He liked how the time of day changes in each location and how repeated playthroughs still feel fresh. Hughes said the four levels become repetitive later in the game and failed to encourage smart use of powers, unlike locations in Dishonored 2. Some critics liked how in-game tools like computer terminal logs and audio files provide key information for progress.
Deathloop's story received mostly positive reviews. Blake Hester from Game Informer praised the story and writing, calling the interactions between Colt and Julianna entertaining and humorous. He said they are his favorite protagonists of the year. Hussein liked the writing and noted the complicated relationship between the two characters. He praised the voice actors for their performances. Croft described the protagonists as charismatic and said their interactions are "funny and consistently touching." Christopher Byrd from The Washington Post enjoyed the "campy" tone but felt the story did not create urgency to break the time loop, as characters seemed indifferent to being trapped. Purslow said Colt's personal story was not clearly presented, leading to an abrupt ending. West also said the story does not reach a meaningful conclusion. Some critics compared the story to The Seven Deaths of Evelyn Hardcastle (2018). The revelation that Colt is Julianna's father was controversial because the two have flirtatious interactions early in the game.
In the UK, Deathloop was the best-selling retail game in its week of release. However, it became the worst-performing Arkane game at launch because its boxed sales were 5.6% lower than those of Prey. It was the sixth-best-selling video game in September 2021 in the US, according to the NPD Group. Deathloop was the 18th-most-downloaded game on the PlayStation Store in 2021 in the US and Canada. Arkane stated it had reached five million players by February 2023.
Edge, Empire, GameSpot, GamesRadar+, and The Daily Telegraph selected Deathloop as their Game of the Year in 2021.