Gunpoint (video game)
A stealth puzzle game about rewiring buildings and avoiding gunfire.
Gunpoint is a stealth-based puzzle-platform video game developed by Tom Francis and released for Microsoft Windows on 3 June 2013. The player assumes the role of freelance spy Richard Conway, who infiltrates buildings to clear his name in the murder of a weapons manufacturer. The game is the first entry in the Defenestration Trilogy, which also includes Heat Signature and Tactical Breach Wizards.
Quick Facts
- Developer
- Suspicious Developments
- Engine
- Game Maker 8
- Platforms
- Windows
- Linux
- OS X
- Released
- Windows, 3 June 2013, Linux, OS X, 9 September 2014
- Genre
- Puzzle-platform
- Modes
- Single-player
- Designer
- Tom Francis
- Artist
- John Roberts, Fabian van Dommelen
Facts from the source article.
Gameplay
Gunpoint is structured around missions, with the player using a PDA to accept assignments, purchase gear, and allocate resource points between missions. Each mission typically requires entering a building, hacking a computer, and reaching the exit. The building is shown as a two-dimensional cross-section displaying guards, doors, switch panels, lights, security cameras, and objectives. The player controls Conway, who can run, climb walls, use stairwells and elevators, and launch himself with the Bullfrog hypertrousers to cover great distances or break through glass. Conway can survive long falls but dies from a single gunshot, so staying out of guards' line of sight is essential. The Crosslink device, acquired within a few missions, lets the player view and rewire the building's security features, such as linking a light switch to a door or disabling a camera. Initially limited, the Crosslink can be upgraded with in-game money to affect encrypted controls or even guard weapons. This allows the player to create paths, lure guards, or neutralize threats without direct confrontation. Other tools become available later. Each mission ends with a ranking based on time, guards neutralized, times spotted, and noise created. The game includes a level editor for player-created challenges.
Development
Tom Francis developed Gunpoint in his spare time while working as section editor for PC Gamer UK. He had no formal programming background but was inspired by Spelunky's creation in Game Maker 8. He began work in May 2010 under the working title Private Dick, releasing a prototype on his blog within a month. After refining core mechanics, Francis asked his blog for artist submissions to replace his programmer art; the response led him to hire John Roberts and Fabian van Dommelen. He similarly recruited musicians Ryan Ike, Francisco Cerda, and John Robert Matz for the soundtrack. The concept arose from Francis's game reviews, where he often suggested improvements and felt he was too harsh. He wanted to avoid assuming the player is stupid and instead let players outthink his level design. The Crosslink tool functioned as a limited level editor, allowing players to complete levels their own way. Francis made stealth about avoiding being seen rather than evading damage, with instant death from guard guns. The Crosslink could neutralize guards without entering their room; Francis cut a feature that would let players remotely activate any device on an accessible circuit, as it made solutions trivial. The game was released for Windows on 3 June 2013, and for Linux and OS X on 9 September 2014 via a Humble Bundle. In 2015, Abstraction Games ported it to a newer engine version with Steam Workshop support.
Reception
Gunpoint received positive reviews, with a Metacritic score of 83/100. Critics praised its gameplay, art style, music, and writing, while its short length was a common criticism. Eurogamer gave it 8/10, noting the adage 'Always leave them wanting more.' GameSpot awarded 7.5/10, calling it 'the start of something great' but feeling it lacked content. Destructoid gave 9.5/10, calling it 'a hallmark of excellence' and noting the level editor mitigated the short length. PC Gamer UK declined to review the game to avoid conflict of interest. Francis recouped his $30 development cost within 64 seconds of offering pre-orders, and the game's revenue enabled him to leave PC Gamer UK for full-time independent development, though he continued freelance writing for the magazine.
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