Compare Dead Drop prices across 50+ stores and find the best deal. Developed by Ethan Waite. Published by Volens Nolens Games. Released on 4/21/2017. Available on PC. Genres: Action, Casual, Indie, Strategy.

If you and a friend have 20 minutes, two controllers, and a competitive streak, this micro spy-vs-sniper showdown punches above its price point - but don't come alone.

I'll be straight with you: Dead Drop is not a shooter in the way I usually cover them. There's no TTK to analyze, no recoil pattern to memorize. What it is, though, is one of the purest asymmetric local-multiplayer concepts I've seen come out of a solo developer - and for a certain kind of couch-gaming session, it absolutely delivers. The setup is clean. Two players, two roles that could not be more different. The Spy has to move through a top-down crowd of AI pedestrians, mimicking their patterns closely enough that the second player - the Sniper - can't pick out the human from the bots. The Sniper watches, waits, and takes a shot. Shoot the wrong person and you've wasted your one clear read on the map. It's closer in spirit to Spy Party or the old SpyParty fangames than anything with guns in it, and that asymmetry creates genuine tension in a way that most local-PvP games don't manage. The Spy's toolkit has some real variety to it. Smokescreen drops an obscuring cloud to break the Sniper's line of sight. Flashbang blinds the Sniper outright for a few seconds. Rush Hour floods the map with extra NPCs to thicken the crowd. Decoy lets you swap bodies with another NPC entirely, and Costume Change reshuffles outfits across the whole crowd simultaneously. Each gadget changes the read for both players, and a confident Spy who chains Rush Hour into a Decoy swap can genuinely make the Sniper feel stupid. That's the game working correctly. Maps cycle through settings like a City Square, Metro Station, Dance Club, Cocktail Party, Baggage Claim, and Pool Party - enough variety that repeated sessions don't feel identical. Here's the real talk on limitations, though. The game is strictly local multiplayer. No online, no matchmaking, no ranked anything. If you were hoping to run this with a remote friend over Steam Remote Play Together, technically the feature is listed, but the experience is entirely built around two people sharing one screen. The community around it is essentially nonexistent, the developer stopped active updates years ago, and some players have flagged that keyboard-and-mouse controls feel bolted on - this was clearly designed for a controller in each hand. Steam reviews sit at roughly 80 percent positive across a small sample, which is honest: people who bought it knowing what it was generally liked it; people who stumbled in expecting something deeper did not. For who this is actually for: you need a second human body in the room and a gamepad to spare. If you have that, and you enjoy the kind of game where reading your opponent's micro-movements matters more than raw aim, a session or two will get genuinely competitive. The spy gadgets give the Spy player enough counterplay that the role doesn't feel passive. The Sniper role rewards patience and the ability to spot the tiny behavioral tells that separate the human from the AI crowd. It's a genuinely clever concept executed at indie micro-budget scale. Don't expect polish. Don't expect longevity beyond a handful of sessions. Do expect at least one round where someone slams the desk. Fred, Scout Team

Dead Drop
ActionCasualIndieStrategy

Dead Drop

Apr 21, 2017Ethan WaiteVolens Nolens Games
GamerScout Says

If you and a friend have 20 minutes, two controllers, and a competitive streak, this micro spy-vs-sniper showdown punches above its price point - but don't come alone.

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Screenshots & Media

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About Dead Drop

I'll be straight with you: Dead Drop is not a shooter in the way I usually cover them. There's no TTK to analyze, no recoil pattern to memorize. What it is, though, is one of the purest asymmetric local-multiplayer concepts I've seen come out of a solo developer - and for a certain kind of couch-gaming session, it absolutely delivers. The setup is clean. Two players, two roles that could not be more different. The Spy has to move through a top-down crowd of AI pedestrians, mimicking their patterns closely enough that the second player - the Sniper - can't pick out the human from the bots. The Sniper watches, waits, and takes a shot. Shoot the wrong person and you've wasted your one clear read on the map. It's closer in spirit to Spy Party or the old SpyParty fangames than anything with guns in it, and that asymmetry creates genuine tension in a way that most local-PvP games don't manage. The Spy's toolkit has some real variety to it. Smokescreen drops an obscuring cloud to break the Sniper's line of sight. Flashbang blinds the Sniper outright for a few seconds. Rush Hour floods the map with extra NPCs to thicken the crowd. Decoy lets you swap bodies with another NPC entirely, and Costume Change reshuffles outfits across the whole crowd simultaneously. Each gadget changes the read for both players, and a confident Spy who chains Rush Hour into a Decoy swap can genuinely make the Sniper feel stupid. That's the game working correctly. Maps cycle through settings like a City Square, Metro Station, Dance Club, Cocktail Party, Baggage Claim, and Pool Party - enough variety that repeated sessions don't feel identical. Here's the real talk on limitations, though. The game is strictly local multiplayer. No online, no matchmaking, no ranked anything. If you were hoping to run this with a remote friend over Steam Remote Play Together, technically the feature is listed, but the experience is entirely built around two people sharing one screen. The community around it is essentially nonexistent, the developer stopped active updates years ago, and some players have flagged that keyboard-and-mouse controls feel bolted on - this was clearly designed for a controller in each hand. Steam reviews sit at roughly 80 percent positive across a small sample, which is honest: people who bought it knowing what it was generally liked it; people who stumbled in expecting something deeper did not. For who this is actually for: you need a second human body in the room and a gamepad to spare. If you have that, and you enjoy the kind of game where reading your opponent's micro-movements matters more than raw aim, a session or two will get genuinely competitive. The spy gadgets give the Spy player enough counterplay that the role doesn't feel passive. The Sniper role rewards patience and the ability to spot the tiny behavioral tells that separate the human from the AI crowd. It's a genuinely clever concept executed at indie micro-budget scale. Don't expect polish. Don't expect longevity beyond a handful of sessions. Do expect at least one round where someone slams the desk. Fred, Scout Team

Tags

multiplayerpvplocal-multiplayerlocal-coopcontroller-supporttrading-cardstier:sub-5Asymmetric PvPCouch CompetitiveSpy MechanicsCrowd BlendingGadget PlayController RequiredMicro-SessionTop-Down Stealth

System Requirements

Minimum

OS
Windows XP
Memory
500 MB RAM
Storage
150 MB available space
Graphics
Onboard Graphics
Processor
1.0GHz
Additional Notes
Basically a toaster can run this

Reviews & Ratings

No ratings available

Game Info

Developer
Ethan Waite
Publisher
Volens Nolens Games
Release Date
Apr 21, 2017

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