Compare Hotline Miami prices across trusted key stores and find the best deal. Developed by Dennaton Games. Published by Devolver Digital. Released on 10/23/2012. Available on PC, Mac, Linux, Xbox. Genres: Action, Indie. Metacritic score: 85/100.

Few games from 2012 still live rent-free in people's heads the way this one does. Brutal, precise, and stranger than it has any right to be.

I think about Hotline Miami the way I think about certain records: the first time through, it rewires something. Dennaton Games built this thing as a two-person project, and you can feel every intentional crease in it. The top-down view looks retro-casual until the first guard spots you and you are dead, restarting in under a second, the synth-heavy soundtrack never pausing to let you breathe. That instant respawn is load-bearing design. It refuses to let frustration calcify. You are back in the room before the adrenaline drops, and the room has shifted slightly, enemy routes nudged just enough that pure memorization will only carry you so far. The loop is deceptively hybrid. On paper it is a dual-stick action game where you bash, shoot, or throw your way through floored buildings in late-1980s Miami. In practice, each of the twenty-plus multi-screen levels plays closer to a short violent puzzle. You stand at the entrance, survey as much of the floor as your limited sightline allows, pick one of 25 animal masks that each tweak your rules (start with a weapon, move faster, execute silently), and then commit. Committing is where the electricity lives. A thrown bottle knocks a guard down, you grab his pipe, three more are already turning, and you are improvising a chain that either flows into something beautiful or collapses into a pool of your own pixels. The weapons, all 35 of them, feel meaningfully distinct: a shotgun announces your position to the whole floor, a katana demands you close range, a lead pipe is messy and satisfying in a way I cannot fully justify to a stranger. The masks are the closest thing to a build system, and while they do not approach the depth of a full RPG, they give experienced players real reason to replay levels chasing higher letter grades. The scoring system rewards stylish, fast, varied kills, and chasing an A-plus on a level you barely survived feels like a different game entirely. Some players will bounce off the repetition, especially in the back half where level design gets longer and the difficulty spikes unevenly. Boss fights are the weakest link, leaning on trial-and-error in a way that feels out of step with the rest of the game. What stops Hotline Miami from being a pure score-chaser is its surreal, fragmented narrative. You play as Jacket, a near-silent man receiving cryptic answering machine messages that send him to kill. The story is told in fever-dream cutscenes, unreliable perspective shifts, and a second playable character whose motivations reframe everything. It never explains itself completely, and that is precisely its power. The soundtrack, sourced from artists including Jasper Byrne and Sun Araw, is arguably the most important creative choice in the game. It does not accompany the violence so much as dissolve the line between player and action, a humming psychedelic pressure that makes looking away feel difficult. For a game this short, four to six hours on a first run, it lands with the weight of something three times its size. For players who value craft over content hours, who are okay dying repeatedly as long as the respawn is instant and the music keeps going, this is one of the tightest action games the indie scene has produced. It is not comfortable, and it is not trying to be. Kai, Scout Team

Hotline Miami

Hotline Miami

Oct 23, 2012Dennaton GamesDevolver Digital
GamerScout Says

Few games from 2012 still live rent-free in people's heads the way this one does. Brutal, precise, and stranger than it has any right to be.

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Screenshots & Media

About Hotline Miami

I think about Hotline Miami the way I think about certain records: the first time through, it rewires something. Dennaton Games built this thing as a two-person project, and you can feel every intentional crease in it. The top-down view looks retro-casual until the first guard spots you and you are dead, restarting in under a second, the synth-heavy soundtrack never pausing to let you breathe. That instant respawn is load-bearing design. It refuses to let frustration calcify. You are back in the room before the adrenaline drops, and the room has shifted slightly, enemy routes nudged just enough that pure memorization will only carry you so far. The loop is deceptively hybrid. On paper it is a dual-stick action game where you bash, shoot, or throw your way through floored buildings in late-1980s Miami. In practice, each of the twenty-plus multi-screen levels plays closer to a short violent puzzle. You stand at the entrance, survey as much of the floor as your limited sightline allows, pick one of 25 animal masks that each tweak your rules (start with a weapon, move faster, execute silently), and then commit. Committing is where the electricity lives. A thrown bottle knocks a guard down, you grab his pipe, three more are already turning, and you are improvising a chain that either flows into something beautiful or collapses into a pool of your own pixels. The weapons, all 35 of them, feel meaningfully distinct: a shotgun announces your position to the whole floor, a katana demands you close range, a lead pipe is messy and satisfying in a way I cannot fully justify to a stranger. The masks are the closest thing to a build system, and while they do not approach the depth of a full RPG, they give experienced players real reason to replay levels chasing higher letter grades. The scoring system rewards stylish, fast, varied kills, and chasing an A-plus on a level you barely survived feels like a different game entirely. Some players will bounce off the repetition, especially in the back half where level design gets longer and the difficulty spikes unevenly. Boss fights are the weakest link, leaning on trial-and-error in a way that feels out of step with the rest of the game. What stops Hotline Miami from being a pure score-chaser is its surreal, fragmented narrative. You play as Jacket, a near-silent man receiving cryptic answering machine messages that send him to kill. The story is told in fever-dream cutscenes, unreliable perspective shifts, and a second playable character whose motivations reframe everything. It never explains itself completely, and that is precisely its power. The soundtrack, sourced from artists including Jasper Byrne and Sun Araw, is arguably the most important creative choice in the game. It does not accompany the violence so much as dissolve the line between player and action, a humming psychedelic pressure that makes looking away feel difficult. For a game this short, four to six hours on a first run, it lands with the weight of something three times its size. For players who value craft over content hours, who are okay dying repeatedly as long as the respawn is instant and the music keeps going, this is one of the tightest action games the indie scene has produced. It is not comfortable, and it is not trying to be.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savesInstant RespawnTop-Down ActionMask SystemPsychedelic NarrativeScore AttackSynth SoundtrackOne-More-RunRetro Aesthetic

System Requirements

Minimum

Processor
Core 2 DUO 2.1 GHz / AMD Athlon X2 2.1 GHZ or better
Memory
4 GB RAM
Graphics
Discrete video card with 2GB of VRAM (Nvidia GTX 600 or 700 Series, AMD R9 o…

Recommended

Processor
1.4GHz processor or faster
Memory
1 GB RAM
Graphics
DirectX 8-compatible graphics card with at least 32MB of video memory DirectX®:9.0c Hard Drive:250…

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Reviews & Ratings

Metacritic
85
Steam
97%(122,297)

Game Info

Developer
Dennaton Games
Publisher
Devolver Digital
Release Date
Oct 23, 2012
Age Rating
PEGI 16

Game Modes

singleplayer

Languages

Subtitles (7)
EnglishFrenchGermanSpanish - SpainPortuguese - BrazilRussian+1 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about Hotline Miami

How much does Hotline Miami cost?

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What platforms is Hotline Miami available on?

Hotline Miami is available on PC, Mac, Linux, Xbox.

When was Hotline Miami released?

Hotline Miami was released on 23 October 2012.

Who developed Hotline Miami?

Hotline Miami was developed by Dennaton Games and published by Devolver Digital.

Is Hotline Miami worth buying?

Hotline Miami holds a Metacritic score of 85/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.