Compare Gunpoint prices across 50+ stores and find the best deal. Developed by Suspicious Developments. Published by Suspicious Developments. Released on 6/3/2013. Available on PC, Mac, Linux. Genres: Action, Indie, Strategy. Metacritic score: 83/100.

Three hours of the tightest circuit-rewiring puzzle design you'll find on PC, wrapped in a noir spy story that actually lands its jokes. Short by design, brilliant by execution.

I've sat through enough bloated strategy titles to appreciate a game that knows exactly what it is and refuses to overstay its welcome. Gunpoint is a 2D stealth-puzzle platformer built around one central mechanic, the Crosslink, and it executes that mechanic with a precision that most bigger studios never manage in forty hours. You play Richard Conway, a trench-coat-wearing freelance spy using Bullfrog hypertrousers to slingshot himself across building facades, and the Crosslink to rewire every electrical circuit inside those buildings before anyone in a uniform notices you exist. The Crosslink is the real star here. It lets you see the live wiring diagram of a level and then remap any connection with a click and drag, all while time is effectively paused for that phase of planning. Wire a light switch to a trapdoor and wait for a guard to step across. Chain an elevator trigger to a security camera to route a patrol into a dead end. The combinations compound fast, and because each level scores you on noise made, speed, and whether you left any guards breathing, there is genuine mechanical incentive to find the most elegant solution rather than the messiest one. That scoring loop is where the strategy brain lights up: optimizing a run in Gunpoint feels like shaving seconds off a build order. The post-level grade isn't just a pat on the back, it's a challenge to reload the autosave and rethink the whole approach. The movement system deserves its own paragraph. Conway's hypertrousers turn traversal into a physics slingshot: hold the mouse button, aim, release, and he rockets across the screen to cling to whatever surface he lands on. Walls, ceilings, window ledges. The game pauses mid-air for Crosslink use, so the rhythm becomes fly, rewire, land, punch. It sounds chaotic but the controls are tuned tightly enough that deaths feel like your own fault, and the granular autosave (rewind 2, 5, or 10 seconds) means frustration never actually builds. That save design alone is smarter than what most modern puzzle games ship with. The honest criticism is length. A main story run clocks around three hours, with side content and a completionist sweep stretching to roughly six or seven. Veterans of grand strategy might scoff, but context matters: this is a game with zero padding. Every mission introduces something new before the credits roll, and the level editor plus Steam Workshop support adds a real tail of community content if the campaign leaves you hungry. The writing is legitimately funny in a dry, noir-adjacent way, and the branching dialogue with clients leads to a couple of meaningfully different endings worth seeing. Mac users should also note a known compatibility issue with macOS Catalina and above before purchasing. For anyone who thinks in systems, Gunpoint is a tidy masterclass in constraint-based design. The toolset is small, the levels are compact, and the design trusts you to find the clever solution rather than flagposting it. It sits comfortably alongside the first-entry releases from Suspicious Developments' later catalogue, and if you finish it and want more of the same DNA, Heat Signature and Tactical Breach Wizards are natural next stops from the same studio. Diego, Scout Team

Gunpoint
ActionIndieStrategy

Gunpoint

Jun 3, 2013Suspicious Developments
GamerScout Says

Three hours of the tightest circuit-rewiring puzzle design you'll find on PC, wrapped in a noir spy story that actually lands its jokes. Short by design, brilliant by execution.

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About Gunpoint

I've sat through enough bloated strategy titles to appreciate a game that knows exactly what it is and refuses to overstay its welcome. Gunpoint is a 2D stealth-puzzle platformer built around one central mechanic, the Crosslink, and it executes that mechanic with a precision that most bigger studios never manage in forty hours. You play Richard Conway, a trench-coat-wearing freelance spy using Bullfrog hypertrousers to slingshot himself across building facades, and the Crosslink to rewire every electrical circuit inside those buildings before anyone in a uniform notices you exist. The Crosslink is the real star here. It lets you see the live wiring diagram of a level and then remap any connection with a click and drag, all while time is effectively paused for that phase of planning. Wire a light switch to a trapdoor and wait for a guard to step across. Chain an elevator trigger to a security camera to route a patrol into a dead end. The combinations compound fast, and because each level scores you on noise made, speed, and whether you left any guards breathing, there is genuine mechanical incentive to find the most elegant solution rather than the messiest one. That scoring loop is where the strategy brain lights up: optimizing a run in Gunpoint feels like shaving seconds off a build order. The post-level grade isn't just a pat on the back, it's a challenge to reload the autosave and rethink the whole approach. The movement system deserves its own paragraph. Conway's hypertrousers turn traversal into a physics slingshot: hold the mouse button, aim, release, and he rockets across the screen to cling to whatever surface he lands on. Walls, ceilings, window ledges. The game pauses mid-air for Crosslink use, so the rhythm becomes fly, rewire, land, punch. It sounds chaotic but the controls are tuned tightly enough that deaths feel like your own fault, and the granular autosave (rewind 2, 5, or 10 seconds) means frustration never actually builds. That save design alone is smarter than what most modern puzzle games ship with. The honest criticism is length. A main story run clocks around three hours, with side content and a completionist sweep stretching to roughly six or seven. Veterans of grand strategy might scoff, but context matters: this is a game with zero padding. Every mission introduces something new before the credits roll, and the level editor plus Steam Workshop support adds a real tail of community content if the campaign leaves you hungry. The writing is legitimately funny in a dry, noir-adjacent way, and the branching dialogue with clients leads to a couple of meaningfully different endings worth seeing. Mac users should also note a known compatibility issue with macOS Catalina and above before purchasing. For anyone who thinks in systems, Gunpoint is a tidy masterclass in constraint-based design. The toolset is small, the levels are compact, and the design trusts you to find the clever solution rather than flagposting it. It sits comfortably alongside the first-entry releases from Suspicious Developments' later catalogue, and if you finish it and want more of the same DNA, Heat Signature and Tactical Breach Wizards are natural next stops from the same studio. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaCircuit RewiringNoir AtmosphereScore AttackLevel EditorSteam WorkshopSlingshot MovementNon-lethal OptionsDeveloper Commentary

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 15 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP, Visa, 7 or 8
Memory
1GB RAM
DirectX®
9.0
Processor
2GHz
Hard Drive
700MB HD space
Video card
512MB

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Reviews & Ratings

Metacritic
83

Game Info

Developer
Suspicious Developments
Publisher
Suspicious Developments
Release Date
Jun 3, 2013

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Gunpoint was released on 3 June 2013.

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Gunpoint was developed by Suspicious Developments.

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Gunpoint holds a Metacritic score of 83/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.