Compare DEADBOLT prices across 50+ stores and find the best deal. Developed by Hopoo Games. Published by Hopoo Games. Released on 3/14/2016. Available on PC, Mac, Linux. Genres: Action, Indie. Metacritic score: 76/100.

One-hit-kill stealth from the makers of Risk of Rain: if the thought of planning a room clear like a film noir hitman and dying the moment your plan falls apart sounds thrilling, DEADBOLT will own you for a weekend.

I keep coming back to DEADBOLT the way you return to a jazz record that unsettles you a little. It sits in a strange, confident register: a side-scrolling stealth-action game where you play a coat-wearing Reaper taking murder contracts from a sentient fireplace, cleaning out undead gang hideouts across a grimy underworld called the Place. The premise sounds pulpy, and it is, but there is something genuinely atmospheric about the way Hopoo Games dressed it. The pixel art is unhurried and moody, and Chris Christodoulou's multi-genre soundtrack, the same composer behind the Risk of Rain series, does heavy lifting on the vibe - each safe house moment feels like a noir ante-room before the next terrible decision you are about to make. The mechanical core is tight and almost cruel. You die in a single hit, from anything. No health bar, no second chance. What that means in practice is that each of the roughly 27 missions stops being an action sequence and becomes something closer to a short puzzle you solve under pressure. Light is your primary tool: shoot out bulbs, duck through vents to reappear behind clusters of enemies, knock on doors to pull guards out of formation. The four undead factions - Zombie Kingz, vampires, the skeletal Dredged, and demons - each escalate the threat in distinct ways. Vampires drop from ceilings. Skeleton enemies resist conventional kills. Demon-tier levels start throwing mines and sniper lasers at you, and there is one sniper level in particular that flips its own premise mid-run in a way that genuinely surprised me. Over 30 weapons sit in the Ferryman's shop, bought with souls earned from first-time clears, but the economy is stingy by design: you cannot buy everything in one run, which means weapon loadout choices carry real weight. Where the game wobbles is in the AI consistency. Enemies can bunch together in ways that create near-unavoidable sight lines, and the patrol behavior is occasionally inert enough that a careful player can feel like the game is giving them a free pass before suddenly punishing them without warning. The difficulty curve also has a long gentle slope followed by a sharp wall in the final third, and the star-rating system at the end of each level is opaque enough that chasing high scores feels more like guesswork than mastery. A single overloaded interact button handles crouching, vents, light switches, and door knocks simultaneously, and when things go sideways in a room with all of those elements, you will feel the friction. None of that erases what DEADBOLT gets right, which is the specific sensation of reading a room, committing to a plan, watching it collapse in four seconds, and hitting restart with genuine purpose rather than frustration. The safe house - a dark apartment, a phonograph, your car waiting outside - gives the loop a quiet ritual quality that most games in this genre skip entirely. The cassette tapes you collect from defeated enemies, each one carrying a fragment of your victim's inner life, add an understated layer of world-building that rewards curious players without ever stopping the pacing to explain itself. At around six hours for a main run and twelve-plus for completionists, it knows exactly how long it wants to be. That is rarer than it sounds. Kai, Scout Team

DEADBOLT
ActionIndie

DEADBOLT

Mar 14, 2016Hopoo Games
GamerScout Says

One-hit-kill stealth from the makers of Risk of Rain: if the thought of planning a room clear like a film noir hitman and dying the moment your plan falls apart sounds thrilling, DEADBOLT will own you for a weekend.

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About DEADBOLT

I keep coming back to DEADBOLT the way you return to a jazz record that unsettles you a little. It sits in a strange, confident register: a side-scrolling stealth-action game where you play a coat-wearing Reaper taking murder contracts from a sentient fireplace, cleaning out undead gang hideouts across a grimy underworld called the Place. The premise sounds pulpy, and it is, but there is something genuinely atmospheric about the way Hopoo Games dressed it. The pixel art is unhurried and moody, and Chris Christodoulou's multi-genre soundtrack, the same composer behind the Risk of Rain series, does heavy lifting on the vibe - each safe house moment feels like a noir ante-room before the next terrible decision you are about to make. The mechanical core is tight and almost cruel. You die in a single hit, from anything. No health bar, no second chance. What that means in practice is that each of the roughly 27 missions stops being an action sequence and becomes something closer to a short puzzle you solve under pressure. Light is your primary tool: shoot out bulbs, duck through vents to reappear behind clusters of enemies, knock on doors to pull guards out of formation. The four undead factions - Zombie Kingz, vampires, the skeletal Dredged, and demons - each escalate the threat in distinct ways. Vampires drop from ceilings. Skeleton enemies resist conventional kills. Demon-tier levels start throwing mines and sniper lasers at you, and there is one sniper level in particular that flips its own premise mid-run in a way that genuinely surprised me. Over 30 weapons sit in the Ferryman's shop, bought with souls earned from first-time clears, but the economy is stingy by design: you cannot buy everything in one run, which means weapon loadout choices carry real weight. Where the game wobbles is in the AI consistency. Enemies can bunch together in ways that create near-unavoidable sight lines, and the patrol behavior is occasionally inert enough that a careful player can feel like the game is giving them a free pass before suddenly punishing them without warning. The difficulty curve also has a long gentle slope followed by a sharp wall in the final third, and the star-rating system at the end of each level is opaque enough that chasing high scores feels more like guesswork than mastery. A single overloaded interact button handles crouching, vents, light switches, and door knocks simultaneously, and when things go sideways in a room with all of those elements, you will feel the friction. None of that erases what DEADBOLT gets right, which is the specific sensation of reading a room, committing to a plan, watching it collapse in four seconds, and hitting restart with genuine purpose rather than frustration. The safe house - a dark apartment, a phonograph, your car waiting outside - gives the loop a quiet ritual quality that most games in this genre skip entirely. The cassette tapes you collect from defeated enemies, each one carrying a fragment of your victim's inner life, add an understated layer of world-building that rewards curious players without ever stopping the pacing to explain itself. At around six hours for a main run and twelve-plus for completionists, it knows exactly how long it wants to be. That is rarer than it sounds. Kai, Scout Team

Tags

singleplayerachievementstrading-cardsworkshopcloud-savestier:aaaOne-Hit-KillNoir AtmosphereLight ManipulationVent TraversalWeapon EconomyScore AttackLevel Restart LoopSupernatural FactionsMap Editor

System Requirements

Minimum

OS
Windows 7/8/10
Memory
1 GB RAM
DirectX
Version 9.0
Storage
130 MB available space
Graphics
Direct X9.0c Compatible Card
Processor
2.5 GHz

Reviews & Ratings

Metacritic
76

Game Info

Developer
Hopoo Games
Publisher
Hopoo Games
Release Date
Mar 14, 2016

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