
DEATHLOOP is a next-gen FPS from Arkane Lyon, the award-winning studio behind Dishonored. In DEATHLOOP, two rival assassins are trapped in a mysterious timeloop on the island of Blackreef, doomed to repeat the same day for eternity.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 604 reviews with recorded playtime.
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Themes across 603 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Deathloop is one of the most unique first-person shooters I've played in recent years. At its core, it's a shooter built around a time loop. Each day is divided into morning, afternoon, evening, and night, and once the day ends, the loop resets. What makes the game special is how much information matters. Different events happen in different locations at different times, and it's up to you to discover how everything connects. The game rewards curiosity and experimentation. You might learn that a certain character appears in one location during the afternoon, or that an action you take in the morning affects what happens later that night. Slowly, you begin piecing together the puzzle and understanding how to manipulate the day to achieve your ultimate goal: breaking the loop. What makes this so satisfying is the sense of progression. Even when a day resets, your knowledge doesn't. Every loop teaches you something new, and over time you become more efficient, more prepared, and more capable of putting together the perfect sequence of events. Few games make gathering information feel this rewarding. The gunplay itself is fun, but what really stood out to me was the game's style. Deathloop has an arcade-like energy that keeps things light and entertaining. It never takes itself too seriously, and that gives it a fresh personality compared to many modern shooters. It's the kind of game you can jump into for a single loop, have a great time, and come back later without feeling overwhelmed. The story is interesting enough, but for me it wasn't the main attraction. The real highlight is the gameplay and the clever time-loop mechanics. Discovering how the world works, learning where you need to be and when, and gradually mastering the perfect run is what makes Deathloop so enjoyable. If you're looking for a traditional story-focused shooter, this may not be for you. But if you want something creative, stylish, and genuinely different from most first-person shooters on the market, Deathloop is absolutely worth playing.
Cool game. Doesnt work.
[h1] Deathloop feels like coming home [/h1] This is probably my all-time favourite game (along with Outer Wilds). I played it back in the late ‘22 on Epic and I liked it so much that apart from the deluxe version on Epic I bought one on Steam as well. On Epic I have about 153 hours in the game. This game has an absolutely perfect art-style, some of the best in-game music that I listen to outside of the game as well, extremely fun game/gun-play, awesome story and probably the best execution of a time-loop in a video game. Oh, and the level-design is second to none. Some people criticized that game has only 4 maps but they are so packed with secrets, details, mysteries and every time of the day the maps change accordingly. It’s stunning. Not to forget the fact that you play a first person shooter while solving mysteries and looking like James Bond while doing it. I was scared that I will never be able to recapture that magic of the first play-through and even though I went back to this game in my memories often, I thought only the multiplayer part of it would be revisited. The knowledge is actually a huge part of the game. But guess what – the second play-through was not only fantastic but very immersive (considering the story – [spoiler] this might just have been Colt forgetting most of the stuff again [/spoiler]). And I actually have forgotten how to solve the majority of puzzles. I mostly just remembered the maps and alternate routes and stuff like that. On a side note – turn of anything ray-traced, my game was at times extremely dark and it shouldn’t be. Also, I’m missing 1 achievement because ‘death is in the air’ is broken for me which is unfortunate. What a game. Thank you Arkane for taking risks! Edit - I got my 'death is in the air' achievement after restarting the game and playing the original steam save (as I transferred my epic save due to Juliana level) Edit 2 - If you allow other players to invade your game as a Julianna while you play as Colt and you manage to hack the antenna so that you can escape into the tunnels - DON'T DO THAT. Some players are waiting quite some time to finally be able to get into someone's game so stay and fight. Escaping into the tunnels is honestly pathetic and you are nothing but a cowardly looser. So stay there and fight. THAT'S THE POINT!
刚开始感觉有点无聊,深入游玩后发现确实无聊
Just saw this game in my library and I was surprised I didn't leave it a negative review back in the day, so I am correcting that error. I do not know what reviewers and players saw in this game at launch, acting like it matching Arkane's peaks in Prey: Mooncrash and Dishonored 1. This game is essentially 4 medium to small sized levels with barely any changes depending on the time of the day you are there. You also don't "solve" the timeloop which is the central premise of the game, you just get boring quest markers until you can finally pull off the "solved" game-winning run which only has one solution. It's just... bad. I don't know why this was made. As an Arkane fan, I'm really worried for the studio. Arkane Austin which made probably my favorite game of theirs, Prey, was shut down after the devs were forced to work on the travesty that is Redfall. And then the main Arkane studio went from Dishonored 2 which was still amazing despite probably not reaching the heights of 1, to putting out this game. This was released in 2021 and they stilll haven't released Blade which is their followup. I hope they can go back to making the games they are good at making one day.
The start of Arkane's fall from grace after the success that was Prey. The AI are so unbelievably dumb that any joy you could get from the combat system feels pointless. The performance is terrible and the audio balance is all over the place. Seriously, the explosions from landmines are nearly twice as loud as any other noise in the game. The worst offender is the "Loop" system. Each day is broken up into 4 time periods where you can go to 4 different map locations. The problem is that most tasks are locked to specific combinations, and so if you have any intention of finishing a particular questline, you have to keep manually resetting the day. This involves multiple cutscenes and menus, creating a really annoying experience.
Not bad per se, but the trailers paint a completely false picture of what the game really is. It is portrayed as a kind of mystery/puzzle game where you have to yourself find a way to get all of the "visionaries" at the same point in a span of a day, which could make a really cool, unique and interesting game. Instead, you get questmarkers and specific things to do, without any way to diverge from there. You don't have to figure even a single thing out for yourself which really is a shame. I've read that this originally was the plan, but people found it too hard, but why don't just make two modes, one where you follow the questmarkers, and another, even if it was a little more basic or even had just one inteded, correct version, where you have to figure it out for yourself? I would even accept if both modes were essentially the same, but one gives you markers and the other doesn't. Also, the golden loop part of Story makes no sense and I hate that you have to finish the story before you can invade sessions of other people, and the invader usually dies way too fast, so they are not really an intersting threat, rather a slight inconvenience. But at least they are not a nuisance.
I love immersive sims and Arkane studio but this had none of the magic. Beautiful stylistic game but felt like a single player live service game. Grind the same thing over and over for bits of info.
Вечные перезапуски одних и тех же локаций, практически одно и то же перепрохождение неудобных и малоинтересных моментов - всё это наводит большую скуку. Я понимаю смысл задумки: мне нравятся фильмы про петли времени, но их достоинство в относительно недолгом хронометраже (полтора-два часа) и быстром пропуске повторяющихся сцен, а здесь же всё иначе. Уже через три часа игры, наполненных посредственной стрельбой, неудобным стелсом и перегруженной прокачкой с обвесами-брелками героя, хочется выйти и удалить игру. Подача подсказок, инвентаря и прочего тоже какая-то неуклюжая: всё свалено в кучу и преподносится неочевидно. Немного по сюжету. Он есть, но подаётся через кучу записок, которые раскиданы по всем локациям, часть которых не доступна из-за закрытых на замки дверей. Почти в начале игры есть момент, где идёт раскрытие про петлю на большом проекторе, иногда по радио что-то говорят болванчики интересное, но этого мало, хотелось сильно больше для понимания, а не чтения отрывок в разной последовательности. Обычно записки присутствуют в играх, но для более расширенного понимания происходящего, что часто даже не обязательно читать. Так вот, заканчивая эту мысль, хотелось куда больше подобного вроде проектора, чтобы было интереснее и динамичнее осознавать происходящее. Из достоинств порадовала озвучка, перлы героя, в целом прикольная графика и много оружия, хотя часть его крайне неудобна (гвоздомёт или вечно клинящий пулемёт). Сама задумка (рогалик в петле времени) интересная, но реализация кажется унылой. По итогу возможно и буду иногда возвращаться и играть дальше, но пока что от этого проекта тянет унынием и скукой, так что сделаю перерыв.
Deathloop is a first-person shooter immersive sim (immersive sim is a game where you can kick a person from a height, and also you can hack a turret). It is good. I wish it were great. It is a game where you are trapped in a single repeating day, tasked with assassinating specific targets to break the cycle. Time does not actually flow linearly. Instead, you access each of the four maps at one of four times of day (I've seen people say there are sixteen combinations, but it's not true as certain zones remain unavailable at specific hours). Initially, it is impossible to eliminate every target in a single loop. The solution is somewhat complex in theory, yet simplified for the player: waypoints and your log effectively resolve the puzzle for you, robbing you of feeling like a Doctor Who Hitman solving a grand temporal riddle. This is not a deal-breaker, but these minor letdowns are a recurring theme. It is difficult to judge this game on its own terms because the developers previously crafted the sublime Dishonored and Prey. Deathloop inherits their DNA: there supernatural powers like teleportation, non-supernatural but no less unexplainable turret hacking, stealthy takedowns, and character builds that enhance various abilities. Initially, I attempted to play it as I would Dishonored, and it's a wrong approach. While the aesthetic is similar, the philosophy is antithetical: it is not a world of dire consequences, but a world of no consequences at all, you should not be afraid to get spotted or fight or cause a reactor meltdown. At the same time, since you cannot quicksave or quickload, you must adapt to failures and seek advantages for future loops. This necessitates a lighthearted approach that meshes well with the theme, you roll with whatever's happening. It also means you may grow weary of repetition, you will perform the same actions repeatedly even if you never fail, as you constantly gather intelligence useful only for the following day. This weariness also meshes well with the theme. While you are encouraged to experiment, the game rarely incentivizes the search for "your own fun," though the immersive sim nature ensures that situations can still unfold unpredictably. I enjoyed the minute-to-minute gameplay. It begins quite easily, but dynamic difficulty ("loop destabilization") soon introduces hordes of attentive foes. The multiplayer invasions were a highlight, though nowadays one mostly encounters AI bots, which are enough to keep you on your toes. My main disappointment, and the reason I don't care that much for the game, lies in the narrative presentation. The initial impression is fantastic: the aesthetics are superb, the diegetic music is brilliant, and the prospect of meeting these larger-than-life personalities is enticing. Yet, the context and story delivery are the things that remain very much in the style of Dishonored. You must scavenge for clues to understand even the most basic context. You receive a deluge of information about your targets, yet it is almost always via cryptic hints and for the first half of the game you're lucky to even understand who the hint is refering to as you don't know even vocations of most of the targets. Apart from a few exceptions, the game never explicitly describes those characters. Despite being relatively thorough, I still cannot tell you who half of them were (I'm still not sure what Harriet, Alexis and Fia do and why are they considered great enough to join the genius club), only catching a proper glimpse of them during the final cutscene. The dissonance between the bombastic gameplay and the fragmented storytelling is immense, it felt like playing a video game adaptation of a film I never saw. This is a significant missed opportunity and you never truly care about your targets in the way one typically does in an assassination-focused narrative. ...But it remains a good game. It achieves something immersive sims usually fail to do: it forces the player to engage in repetition. I suspect the developers realized their games are best experienced when missions are replayed through different lenses, and they lamented that most players never see that depth. And so they created a game perhaps half the size of its predecessors, but one that you will learn by heart. While I might return to Dishonored or Prey, I likely will not touch Deathloop again, I have already extracted that "master replayer" experience, and that is a singular, unique achievement. I suspect that for someone who doesn't like to replay games Deathloop may become their favourite immersive sim game.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Japanese*, Korean, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese +2 more
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