Dishonored is a 2012 action-adventure game created by Arkane Studios and published by Bethesda Softworks. The game takes place in Dunwall, a fictional city that is stricken by disease and filled with factories. Dishonored tells the story of Corvo Attano, a bodyguard who protects the Empress of the Isles. Corvo is wrongly accused of killing the empress and becomes an assassin to seek revenge against those who betrayed him. He is helped by the Loyalists, a group fighting to take back control of Dunwall, and the Outsider, a powerful figure who gives Corvo magical abilities. Many actors, including Susan Sarandon, Brad Dourif, Carrie Fisher, Michael Madsen, John Slattery, Lena Headey, and Chloë Grace Moretz, provided voices for the game.
Players control Corvo from a first-person viewpoint and complete missions in different ways. Players can use stealth, combat, or a mix of both. Exploring the game world reveals new paths and options for completing tasks. It is possible to finish all missions without harming anyone. The story and missions change based on whether the player chooses to use violence or avoid it. Magical powers and tools can be combined to create unique effects.
During the game’s two-and-a-half-year development, several versions of Dishonored were made. Originally, the game was planned to take place in medieval Japan and seventeenth-century London, but it was later changed to Dunwall, inspired by late nineteenth-century London and Edinburgh. During testing, players found ways to use the game’s abilities in unexpected ways. Instead of limiting these methods, the developers adjusted the game to include them. The music for Dishonored was composed by Daniel Licht to reflect London in the nineteenth century.
Dishonored received praise for its detailed missions and the freedom it gives players to complete them. The game won awards, including the 2012 Spike Video Game Award for Best Action-Adventure Game and the 2013 BAFTA Award for Best Game. It was also named one of the best action-adventure games of 2012 and one of the greatest video games ever made. Dishonored was first released in October 2012 for PlayStation 3, Windows, and Xbox 360. Later, it received additional content about an assassin named Daud and his journey toward redemption. PlayStation 4 and Xbox One versions were released in August 2015. Two story-based follow-up games, Dishonored 2 and Dishonored: Death of the Outsider, were released in 2016 and 2017. A new game called Deathloop, set in the far future of the Dishonored universe, was released in 2021.
Gameplay
Dishonored is an action-adventure game played from the player's point of view. The game focuses on stealth, using tools, and using the environment to avoid or defeat enemies. The game world includes separate areas designed for missions, allowing players to explore and complete tasks in different ways. After completing missions, players visit a central area called the Hound Pits pub. Here, the main character, Corvo, can meet allies, receive mission details, and trade collected items for new equipment. Game areas include places like docks, royal homes, poor neighborhoods, and a bathhouse. Players can save their progress anytime except during combat, and the game includes a system that saves progress at key points. The game has four difficulty levels that change how effective health and magic potions are, as well as how enemies react and attack. On the easiest setting, the player can regenerate health automatically.
The game includes role-playing features, such as the ability to improve abilities and make choices that affect the story in different ways. Players can complete missions without harming non-player characters (NPCs), including bosses and mission targets. For example, a side mission might result in an NPC kidnapping two of Corvo’s targets. Each mission allows players to explore and reach goals in multiple ways. Game levels are designed to support the player’s abilities rather than forcing specific playstyles like hacking or sneaking. Some mission details, like the color of a target’s clothing, are randomized, requiring players to search for targets each time a mission is played.
The game tracks the player’s actions using a "chaos" system that records how much damage, violence, or harm the player causes. This affects the story and game world without punishing the player or forcing them to choose one playstyle. For example, an NPC who dislikes violence might stop helping the player or even betray them. The game changes based on the chaos caused, such as altering dialogue or increasing the number of rats and sick people in the world. These changes can influence current and future missions. The chaos system also determines which of the game’s two endings the player reaches, depending on which characters survive or die. Using violence can complete missions faster but uses more in-game resources like health and magic potions, which are needed more often in direct combat.
The game includes six main powers, four passive abilities, and 40 bone charms that give the player special abilities, such as making rat possession last longer. At first, only three bone charms can be active at once, but more can be used with upgrades. It is not possible to use all powers and abilities in one playthrough. Players need magic energy, called mana, to use abilities. Mana regenerates slowly after use, allowing abilities like "Blink" and "Dark Vision" to be used again, but stronger abilities like "Possession" and "Bend Time" require mana potions. Magic and ranged weapons are controlled with the left hand, while a sword is controlled with the right hand.
Main powers are unlocked and upgraded using runes, which are artifacts made from whale bone. Powers include "Dark Vision," which lets players see enemies through walls and find interactive objects; "Blink," a short-distance teleportation ability; "Possession," which lets players temporarily control other characters; "Devouring Swarm," which summons deadly rats; "Bend Time," which slows or stops time; "Wind Blast," a gust of wind that knocks enemies down; and "Shadow Kill," which turns dead enemies into ash to hide their bodies. Players can use weapons like a sword, grenades, a crossbow, and pistols. Coins must be collected to upgrade weapons and tools.
Stealth depends on hiding from enemies. Players can hide behind objects, avoid enemy sightlines, and stay out of lit areas to avoid detection. When hiding, players can peek around corners or listen through keyholes to observe rooms. Sneaking up on enemies allows players to subdue them silently, and unconscious or dead bodies can be moved and hidden. Enemies have different levels of alertness, from normal to suspicious. They can detect the player or actively search for them. Enemy AI responds to sounds and can be distracted to lure guards away. If the player stays hidden, enemies’ alertness decreases but does not return to normal during the mission. Enemies also share their alertness levels with others, increasing the overall alertness throughout the mission.
Synopsis
Dishonored takes place in the industrial city of Dunwall, where technology and strange, otherworldly forces exist together. The city's design is inspired by London and Edinburgh from the late 1800s to the early 1900s. Dunwall is the capital of the Empire of the Isles and is ruled by a strict government that gained power after the Empress was killed and her daughter was kidnapped. The city is known for fishing and whaling, and whale oil is a valuable resource used to power the city. After a scientist discovered that whale oil could be used as fuel, the government used it to create powerful weapons, which led to corruption. A plague caused by rats is spreading through the city, killing the poor and separating the rich. Those infected, called "weepers," bleed from their eyes and can become violent. The government uses the plague as a reason to control or remove citizens. Order is kept by the Tallboys, heavily armored officers with mechanical legs, and districts are divided by "Walls of Light," which are made of energy and destroy anyone who crosses them without permission. A secret group of activists, the Loyalists, plans to overthrow the government and place the Empress's daughter on the throne.
The main character of Dishonored, controlled by the player, is Corvo Attano, the former bodyguard of Dunwall's Empress Jessamine Kaldwin. Corvo is framed for the Empress's murder and becomes an infamous assassin. He is skilled in stealth and combat, uses special gadgets, and has supernatural powers. The game designers made Corvo silent so players can imagine themselves as him. Corvo is helped by the Loyalists, led by Admiral Farley Havelock, and includes members like Piero Joplin, an inventor who builds Corvo's mask and provides gadgets; Treavor Pendleton, a member of parliament; Samuel, a commoner who helps Corvo with missions; Overseer Teague Martin; and Callista Curnow, who cares for the Empress's daughter, Young Lady Emily. Other characters include Granny Rags, a former aristocrat who is now blind and disoriented; Daud, leader of a group of assassins called "the Whalers"; and Slackjaw, a gang leader. Carrie Fisher and Gregg Berger provide voices for loudspeakers in the city that broadcast government messages.
The Outsider, a mysterious figure described as a mix of God and the Devil, gives Corvo magical abilities and a special heart that reveals secrets. The Outsider also grants abilities to other characters. The character is described as amoral, giving powers but allowing individuals to decide how to use them.
Corvo's targets include Lord Regent Hiram Burrows, the Empress's former spymaster who planned her death and framed Corvo; Lady Boyle, an aristocrat who funds the military; the Pendleton twins, members of Parliament; High Overseer Thaddeus Campbell, leader of the city's religious order; and Anton Sokolov, an inventor who created advanced technologies like the "Walls of Light."
After returning from a trip to seek help for the plague, Corvo meets the Empress at her tower. They are attacked by teleporting assassins led by Daud, who restrain Corvo, kill the Empress, and kidnap her daughter. The Empress's Spymaster, now Lord Regent, imprisons Corvo for the murder and the kidnapping. Six months later, the Lord Regent takes control of Dunwall. He confesses to planning the Empress's death and framing Corvo. The next day, Corvo is scheduled for execution, but a letter from the Loyalists helps him escape. Samuel takes Corvo to the Hound Pits Pub to meet the Loyalists, led by Admiral Havelock.
While resting, Corvo enters a dream world where he meets the Outsider, who marks him with a special symbol. The Loyalists send Corvo to eliminate the Lord Regent's allies. The player can choose to kill or disable targets, starting with High Overseer Campbell. Corvo removes Campbell and learns Emily is being held in a brothel called the Golden Cat, guarded by the Pendleton twins. Corvo rescues Emily and kills the twins. After returning to the pub, Emily is cared for by Callista, while Corvo is sent to capture Sokolov, who created the Lord Regent's technology. Sokolov reveals Lady Boyle is the Lord Regent's financier. Corvo infiltrates Boyle's party and eliminates her.
After returning to the pub, Havelock says they are ready to confront the Lord Regent. Corvo attacks the Lord Regent's tower and removes him from power. He learns the Lord Regent intentionally brought the plague to harm the poor, but it spiraled out of control. At the pub, the Loyalists celebrate their success. Corvo later discovers Samuel poisoned him at Havelock's request to stop him from interfering with the plan to make Emily Empress. However, Samuel gave Corvo a non-lethal dose and set him adrift on the river. When Corvo wakes, he is captured by Daud and taken to the Lord Regent, now Havelock.
Corvo escapes his captors, defeats Daud, and goes to the sewers. He returns to the pub, finds it overrun by guards, and learns Havelock killed many Loyalists. Corvo finds Emily and rescues Piero, Sokolov, and Callista. He is taken to the former Lord Regent's lighthouse by Samuel and confronts Havelock. Corvo may save Emily or leave her behind. Havelock's journal suggests he believed Emily was Corvo's daughter.
The game's ending depends on the player's actions. If Corvo saves Emily, she becomes Empress with Corvo by her side, and the city may enter a golden age if little chaos was caused. Corvo dies naturally, and Emily buries him beside the Empress. If much chaos was
Development
Bethesda Softworks first announced Dishonored as a first-person, stealth, action-adventure game for Microsoft Windows, PlayStation 3, and Xbox 360 on July 7, 2011. Dishonored was the first game developed by Arkane Studios that Bethesda published after ZeniMax Media, Arkane's parent company, bought Arkane in August 2010. Raphaël Colantonio, founder of Arkane Studios, and Harvey Smith, a designer from the game Deus Ex, were the game's creative directors. Ricardo Bare, a designer from Deus Ex, was the lead technical designer. Viktor Antonov, who designed the city of City 17 in Half-Life 2, and Sebastien Mitton, the art director, led the art team. Smith, Colantonio, Antonov, and Mitton spent three years in the early planning stages. Bethesda asked Arkane to create a new game and a new original idea. Arkane already had some ideas, but they did not have a specific plan until Bethesda approached them. Mitton asked Antonov in May 2009 to help create an artistic style for the new game. The entire Arkane team, including offices in Lyon, France, and Austin, Texas, worked on the game.
The game has different controls for Microsoft Windows users compared to console players. It also allows Xbox 360 controllers to be used on Windows PCs. Smith explained that the team let developers who loved specific platforms, like PC or Xbox 360, focus on creating features for those platforms. Dishonored was officially sent to manufacturing on September 28, 2012.
During development, the team studied how players could use Corvo's special abilities in unexpected ways, such as combining a high jump with teleporting to move farther than either ability alone. Instead of limiting these methods, the team designed levels to support them. Some abilities, like a power that let Corvo move along walls as a shadow, were not used in the final game. Other abilities, like "Bend Time" and "Possession," were changed multiple times during development. Balancing the power of these abilities was a challenge. Colantonio said the team wanted players to feel strong and powerful but did not want the game to be too easy. Each ability had a time limit, a cost in energy, and other features that helped control how often they could be used.
The game's stealth system was inspired by the Thief series, which uses light and shadows to show if enemies can see the player. However, the team decided that enemies should be able to detect players hiding nearby, not just in complete darkness. They also avoided making some areas too dark, as it made it hard to see the game's details. Background dialogue was written to be long and add depth to the world, while main story dialogue was shorter to let players interrupt or kill characters.
To design missions, the team started with a large area and filled it with activities for players. They created paths to target areas and added NPCs (non-player characters) with patrol routes and roles. They then tested how players interacted with the levels and redesigned them as needed. Early levels had few hints, but players often got lost or avoided certain areas. The team added more visual and verbal clues to guide players. Some ideas, like a mental institution, were removed during development. Developer Joe Houston shared that when a player killed all NPCs in a mission, it opened more objectives but also made him feel uneasy. The team later removed a scene where a character betrayed the player for killing too many NPCs. Smith said the team wanted the game world to react to players' choices, even if it meant making difficult decisions.
Dishonored was originally set in medieval Japan but was changed early in development because the team had little knowledge of the culture and found it hard to market. The setting was moved to London in 1666, a time many people recognize. Later, the game's design included modern elements like floodlights and electrified barriers, which made it less like historical London. The team created a fictional city called Dunwall, inspired by late-19th and early-20th-century London and Edinburgh. Antonov said London's mix of chaos and familiarity made it a good inspiration for the game. He and Mitton visited London and Edinburgh to take photos and study the cities. They focused on side streets and alleys, imagining the game from a small, limited viewpoint. The game's world map was designed as one piece of art, divided into sections to show where each mission takes place.
Characters in the game were inspired by illustrations from adventure and pirate stories, such as Captain Blood (1922), and the work of Charles Dana Gibson.
Release
The game Dishonored was released on PlayStation 3, Windows, and Xbox 360 in North America and France on October 9, 2012. It was released in Australia on October 11, 2012, and in the rest of Europe on October 12, 2012. To celebrate the North American launch, Smith, Colantonio, and other employees from Arkane Studios’ office in Austin, Texas, signed copies of the game at a local GameStop store. A "Game of the Year" edition, which included all released downloadable content (DLC), was released in October 2013. A remastered version of the game, called the Definitive Edition, featuring improved graphics and all released DLC, was released on PlayStation 4 and Xbox One in August 2015.
Bethesda Softworks created a spin-off iOS game titled Dishonored: Rat Assassin, which was released for free on August 30, 2012. In the game, players use a knife and crossbow to kill rats while avoiding bombs. The game was praised for its variety and amount of content but received some criticism for its dark visuals, which made it hard to see the rats. It was often compared to the mobile game Fruit Ninja.
As part of the game’s promotion, Bethesda hired COPILOT Music and Sound to create a version of the sea shanty "The Drunken Sailor," titled "The Drunken Whaler." COPILOT chose to have children sing the lyrics instead of a professional youth choir to create a dark, haunting sound. However, they struggled to find children willing to sing about topics like slit throats and hungry rats. Instead, they used child actors, adult singers who could sound like children, and the children of their friends. The music included violins, detuned and distorted guitars, and a "whaler stomp" created by stamping on wooden boards. "The Drunken Whaler" appeared in the game’s trailer and was well received at the 2012 Electronic Entertainment Expo (E3). The trailer was viewed over 850,000 times on YouTube and won the Machinima Best Trailer award.
Three animated videos titled Tales from Dunwall, which serve as a prequel to Dishonored, were released in September 2012. The videos show the discovery of whale-oil fuel, the Outsider giving his mark to a boy seeking revenge, and Piero creating Corvo’s mask. The videos were made by animation studio Psyop and marketing firm Rokkan, narrated by Chloë Grace Moretz, and scored by Daniel Licht. Each episode of Tales from Dunwall won a gold Clio Award for achievement in advertising. In the same month, the game inspired the use of prosthetic makeup effects on the television reality show Face Off.
Reception
Dishonored was shown to the public at the 2012 Electronic Entertainment Expo (E3) and was nominated for four awards by the Game Critics Awards: Best Action/Adventure Game, Best Console Game, Best Original Game, and Best of Show. The game also received recognition from other sources at the event. GameSpy named it "Game of Show," and Joystiq’s editor, Ludwig Keitzmann, praised it. Destructoid and EGM also nominated it. GameSpy and EGM named it "Best Action Game," and Destructoid nominated it. GameSpot called it the "Best of E3 2012 Editors' Choice Award," and G4TV named it "Most Original Game." Digital Trends gave it "Best of Show," and Yahoo Games and Game Revolution included it in their "Best of E3 Selection." CinemaBlend called it "The Best Game at E3," and Paste magazine and Stuff listed it in their "Top 10 Game of E3." Kotaku highlighted the game’s "Blink" ability as one of the "Top 27 Game Ideas" at the event. An artwork called "Regent," created by artist Sergey Kolesov, was chosen for the 2012 Into the Pixel art exhibition by jurors from the Entertainment Software Association and the Academy of Interactive Arts & Sciences. At the 2012 Gamescom trade fair, Dishonored won "Best of Gamescom" and "Best Console Game" for both PlayStation 3 and Xbox 360. Eurogamer named it "Game of the Show," and attendees at the 2012 Eurogamer Expo voted it the top game of the event.
Dishonored received positive reviews from critics. Metacritic, a website that collects game reviews, gave the Microsoft Windows version a score of 91 out of 100 from 29 critics, the PlayStation 3 version a score of 89 out of 100 from 35 critics, and the Xbox 360 version a score of 88 out of 100 from 56 critics. Critics compared Dishonored to popular games from the early 2000s, such as Deus Ex and the Thief series. Tom Hoggins of The Telegraph said it feels like a game from the early 2000s that valued player choice and control, unlike modern games that focus on loud, action-heavy experiences. Dale called Dishonored "one of the greatest games of this generation" and said it inspired players to solve problems on their own. He also said it was the first true stealth game in a long time and the closest modern game to Thief. Jason Schreier said the game combines the freedom of Deus Ex with the creative world design of BioShock.
Some reviewers praised the game’s individual missions but criticized its main story. IGN’s Cam Shea said the story is "a shame that Dishonored’s story isn’t greater than the sum of its memorable parts," but added that players would talk about it with friends. Dan Whitehead of Eurogamer, Arthur Gies of The Verge, and Patrick Klepek of Giant Bomb said the game’s ending was weak and its story had unclear parts. Klepek also said the missions had repetitive dialogue. Whitehead said the unique missions made the gameplay memorable, even if the story was weak. Alexander Sliwinski of Joystiq said the ending was abrupt and the story didn’t explore the game’s world enough, but he still wanted more. Susan Arendt of The Escapist said the story was well-paced, and John Keefer of Shacknews said it was emotionally engaging but had some unclear plot points.
Players generally liked the freedom to choose how to complete tasks and explore levels. Keefer said the game’s powers and equipment were optional and didn’t hurt the story. He also said some missions gave too much freedom, making it hard to know how to proceed. Arthur Gies said the game’s levels might seem confusing at first but became clear after exploring. Chris Watters of GameSpot said the game’s variety of ways to move through levels and its "Blink" power made it "one of the truly remarkable games of 2012." Susan Arendt said the game’s flexibility could be a problem, as some abilities made it hard to explore for upgrades. Joe Juba of Game Informer said the game punished players for using violent methods, making stealth better. Jason Schreier said Dishonored gave players many tools to experiment with, unlike other games that required specific solutions.
Reviewers said the game’s variety made it fun to replay. Alex Dale of Computer and Video Games said the game’s replayability was strong, and William Colvin of News.com.au said the game had too many options. Chris Watters said the game was "compulsively replayable." Some reviewers said the controls for the main character, Corvo, were not always responsive. Others said the controls worked well.
Critics said the game’s artificial intelligence (AI) was inconsistent. Dan Whitehead said enemies sometimes saw Corvo from far away but ignored him when he was nearby. Joe Juba said the AI made stealth mechanics unreliable, sometimes forcing players into combat. Jake Gaskill of G4 said enemies fought well in combat but ignored actions when not alerted. Chris Watters said enemies were sometimes slow to react but still challenging.
Reviewers praised the game’s visuals and design. Jake Gaskill said the art style was unique and the world was vivid. Arthur Gies said the game had a clear and creative design. William Colvin called it "a triumph for the medium" with excellent visuals, story, and character performance. Joe Juba said the game’s "steampunk-inspired" technology designs were interesting and matched the dark, mysterious setting of the city.
In the week before its release (September 30–October 6), the game was the third best-selling game on Steam.
Downloadable content
A variety of pre-order rewards were announced for the game, including a Dishonored-themed set of 72 Tarot cards, a USB whale-oil lamp, and a smartphone decal. DLC rewards included in-game packs for the player character, such as the "Arcane Assassin," "Shadow Rat," "Backstreet Butcher," and "Acrobatic Killer" packs. These packs provide upgrades to the player character's abilities, money, and a statue of one of the game's creatures that increases the amount of bone charms the character can carry.
"Dunwall City Trials," the game's first post-release DLC, was released on December 11, 2012. It includes 10 challenge maps. Players must defeat waves of enemies, complete time-trial challenges, and perform drop assassinations, where the player kills a target by falling from above.
Two story-based campaign DLC packs were announced in October 2012 for release in 2013. These DLCs follow the assassin Daud as he seeks redemption for killing Empress Jessamine in the main game. The first expansion, The Knife of Dunwall, was released on April 16, 2013, for PlayStation 3, Xbox 360, and Microsoft Windows. It features Daud (voiced by Michael Madsen) as a playable character. His abilities include "Void Gaze," which combines the functions of Corvo's "Dark Vision" with the Heart, guiding Daud to runes and bone charms; a version of "Blink" that allows him to pause time; and the ability to summon his assassin followers. Daud also has gadgets, such as stun mines, a concealed wrist-mounted bow, "Chokedust" grenades that daze enemies, and arc mines that disintegrate enemies. The Knife of Dunwall’s story runs parallel to the main game, showing events from Daud’s perspective. It introduces new locations, such as a whale slaughterhouse and Dunwall’s wealthy legal district. The DLC also includes a new difficulty level, "Master Assassin," available after completing the content. Ricardo Bare, a Dishonored designer, was the creative director for this DLC. The second and final expansion, The Brigmore Witches, was released on August 13. It follows Daud’s mission to stop the Brigmore Witches from performing a ritual that would harm Emily Kaldwin. The DLC ends with Daud’s fate at the hands of Corvo, as in the main game. The ending depends on the player’s choices, called the "chaos level." The Brigmore Witches carries over player choices and upgrades from a saved game of The Knife of Dunwall.
Months after killing the Empress in front of her daughter, Daud feels guilty. The Outsider offers him a chance to change his future, telling him only the name "Delilah." With his lieutenant, Billie Lurk, Daud learns about Delilah Copperspoon, the Empress’ childhood friend and leader of the Brigmore Witches. Before he can investigate further, Daud discovers that the High Overseer’s forces have attacked the Flooded District to eliminate him and his assassins. Daud defends his position before being confronted by Billie. In the high chaos ending, Billie attacks Daud, believing he is weak, and Daud is forced to kill her. In the low chaos ending, Billie admits she worked with Delilah and led the Overseers to Daud’s location. She then surrenders to Daud, allowing him to decide her fate. Delilah warns Daud that if he continues to pursue her, she and the witches will destroy him.
Daud travels to Brigmore Manor to stop Delilah from completing a ritual that would allow her to use a magical painting to take over Emily’s body and become the new Empress. The Outsider tells Daud he led him to Delilah to help stop her, as the Outsider cannot directly interfere. Daud enters the Void to stop Delilah, either by killing her or sabotaging her ritual to trap her there. After returning to Dunwall, Daud faces Corvo. If the player’s chaos level is high, Corvo kills Daud. If the chaos level is low, Corvo spares him.
The first DLC, The Knife of Dunwall, was praised for its level design, which encouraged exploration to find hidden items and alternative paths. Changes to abilities, such as "Blink," were also well received for how they altered gameplay. However, the story was criticized for lacking a clear reason for Daud’s quest for redemption and for allowing players to act non-lethally, which created a disconnect with the narrative. The Brigmore Witches received mixed reviews. Some praised its more engaging story, while others said it lacked the same tension as The Knife of Dunwall and had an unsatisfying ending. Gameplay improvements, such as more detailed level design and world building, were generally appreciated. Some critics noted that only the final level of The Brigmore Witches introduced new mechanics that changed how stealth players approached the game.
Sequels and adaptations
Bethesda stated that sales of Dishonored were better than expected, and they planned to create a series of games based on the franchise. Dishonored 2 was released on November 11, 2016. The story takes place 15 years after the events of the first game. Emily is removed from her position as Empress during a coup led by the witch Delilah and the Duke of Serkonos, a foreign country. Players can choose to control either Corvo or Emily as they work to stop the coup and reclaim Dunwall. A standalone sequel, Dishonored: Death of the Outsider, was released on September 15, 2017. This game happens after Dishonored 2 and follows Billie Lurk, who was once Daud’s second-in-command, as she tries to defeat the Outsider. The first-person shooter game Deathloop, released in 2021, is set in the distant future of the Dishonored universe.
A tabletop role-playing game based on Dishonored was released on September 29, 2020. Created by Modiphius Entertainment and adapted by Nathan Dowdell, the game includes input from Harvey Smith and writers from the Dishonored video games. The Dishonored Roleplaying Game includes a 300-page corebook and allows players to take on roles such as criminals, assassins, explorers, and loyalists in different story campaigns.