
Death Point
A top-down stealth game with some genuinely clever mechanics buried under thin dialogue, a troubled checkpoint system, and a mobile port identity it never quite sheds.
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About Death Point
I want to root for Death Point. I really do. Small studio, first Steam release, a top-down stealth premise that sits in a space most indie developers sensibly avoid because the genre punishes mediocre execution without mercy. There are genuine sparks of craft here: a limited-visibility system where you catch only the footsteps of guards you can hear but not see, a cooldown-based scanning pulse that briefly illuminates the surrounding area in a satisfying tactical wash, the ability to pick up and drag bodies away from patrol routes. Those ideas are good. In a different game, better resourced or more tightly scoped, they could carry something memorable. The setting drops you into a spy-thriller framework across 10 chapters that promise around 12 hours of content. You play as an agent who wakes in a prison cell, half-dead, connected to an operator partner through an earpiece while elimination sensors tick inside both your skulls. The concept has atmosphere on paper. In practice, the narrative falls apart almost immediately. Dialogue is written and performed with a roughness that tips from charming-rough into actively obstructive: because the game re-triggers the same voice lines every time you restart a section, and the checkpoint logic is unforgiving enough to restart entire levels if you fully close the application, you will hear those lines far more than any developer should ask. It is the single biggest drag on an otherwise passable experience. The stealth itself lands somewhere in the middle. Guards can be distracted with thrown bottles or flashbang grenades, neutralized quietly with a silenced pistol, or avoided entirely using smoke bombs and container cover. Getting spotted does not always mean instant failure, and some of the tensest moments come from improvising an escape after an alarm trips. The weapon selection spans silenced handguns, shotguns, an Uzi, land mines, and more, giving players real options for how aggressive or ghostlike they want to be across each mission. The level design is legitimately challenging in places. Where it breaks down is in AI simplicity: guards follow patterns that, once learned, feel less like opponents and more like environmental obstacles you route around on muscle memory. The variety of enemy types is limited enough that the middle chapters begin to feel repetitive before the story earns that repetition. One practical note that matters on PC: the graphical options amount to a single VSync toggle, key rebinding is absent, and there is no gamepad support to speak of despite the game's obvious mobile origins. Mac users on anything above Catalina are locked out entirely due to a 32-bit compatibility issue Andiks has not resolved. If you are on a modern Mac, this is a hard stop. On Windows and Linux the game runs without drama on modest hardware, which is about the nicest platform-related thing I can say. Death Point is the kind of game that makes me melancholy rather than angry. The scanning mechanic and footstep-audio system show a team with ideas. The bones of something tense and rewarding are absolutely present. But the execution falters in the places that matter most for a stealth game: checkpointing that punishes patience, dialogue that penalizes failure twice, and AI that never quite becomes a worthy partner for the tension those mechanics are trying to build. Approach it with calibrated expectations and a tolerance for rough edges, and there are moments worth finding. Approach it hoping for the Splinter Cell spiritual heir its ambitions gesture toward, and it will disappoint. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 - 32bit
- Memory
- 3 GB RAM
- Storage
- 3 GB available space
- Graphics
- GTX 650 or equivalent (Does not support Intel Integrated Graphics Cards)
- Processor
- i5-4440
- Sound Card
- Windows compatible card
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- Storage
- 3 GB available space
- Graphics
- GTX 750 or higher
- Processor
- i7 4790 3.6ghz
- Sound Card
- Windows compatible card
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Game Info
- Developer
- Andiks LTD.
- Publisher
- Andiks LTD.
- Release Date
- Aug 31, 2017