About Deathloop
On Blackreef, assassin Colt wakes into the same day while rival Julianna works to keep the island’s time loop intact. Explore four districts at different times, investigate eight Visionaries, and combine weapons and supernatural Slab abilities as you learn how the island’s routines can be rearranged into a route out of the cycle.
Deathloop is a first-person action game set on Blackreef, a remote island caught in a repeating day. Colt wakes on its shore with little understanding of the cycle, while Julianna, another assassin, knows what is happening and wants it to continue. The island’s current inhabitants, the Eternalists, treat each day as an endless celebration; the eight Visionaries who lead them are trying to preserve that arrangement. Beneath the party atmosphere lie abandoned military structures, research sites and the history of the anomaly that drew the AEON Program to Blackreef. Colt’s central problem is practical as well as personal: he must discover how the Visionaries’ schedules and the districts fit together, then find a way to reach all eight before the day resets.
Blackreef is divided into Updaam, Fristad Rock, The Complex and Karl's Bay, each available in morning, noon, afternoon and evening versions. A day is not a countdown running during exploration. Time advances after Colt finishes a district, and he can choose only one district in each period; once he leaves, that period cannot be revisited. The next cycle allows him to return to any area at a different time, when doors, crowds, enemy placements or ongoing events may have changed. This structure makes revisiting an area part of the investigation: a building unavailable in daylight might open later, a gathering may reveal a target, and details encountered during one visit can point toward another district or time. The player chooses where to spend each period and can concentrate on a particular lead or search for useful equipment.
The Visionary Leads menu records discoveries about the eight targets and turns those clues into a set of investigations. Notes, recordings, conversations and terminals can establish where someone will be, what they are doing, or how an event elsewhere might alter their routine. Tracking a lead can provide navigational guidance, but the information is also useful for planning without a marker: each new detail persists across loops, so Colt is not required to rediscover clues after a failed attempt. Progress means building a connected picture of Blackreef rather than merely defeating a target whenever he happens to encounter one. Arsenal Leads run alongside the Visionary investigations, directing attention toward weapons and abilities that may change how a later mission can be approached.

Each district supports both quiet infiltration and direct combat. Colt can crouch, climb, move across rooftops, use cover and perform close-quarters takedowns, or bring firearms into a confrontation. The Hackamajig lets him interfere with electronic devices such as cameras, turrets, alarms and radios, turning security equipment into tools or distractions. Tagging enemies helps track patrols and identify their equipment; noise can draw Eternalists away from a guarded route. The layout rewards reading sight lines and deciding when to bypass a group, disable its support or attack openly. The same space can feel different as the population and access change by time period, while the player’s growing knowledge gives them more ways to cross it.
Weapons and Trinkets give Colt a loadout to shape between outings. Guns can carry individual perks, and Trinkets can modify either a weapon or Colt’s abilities and attributes. Slabs, recovered from Visionaries, grant supernatural powers: for example, Shift enables rapid movement, while other powers can support concealment, force or linked attacks. Slab upgrades alter those abilities, and defeating a Visionary again can provide another upgrade. The combination of weapon traits, character Trinkets and equipped powers creates choices about range, mobility and survival. Finding equipment during a district visit can improve the current attempt, while the ability to retain selected items makes a discovery useful in later loops too.
Death does not immediately erase a run. Colt’s Reprise ability rewinds him after a fatal mistake, giving him two chances to recover within a time period before the day restarts. Reprise restores Colt’s position in time while the world’s other events continue, so it can preserve the consequences of earlier actions. Residuum, gathered from targets and strange objects across Blackreef, provides the longer-term equipment system. Once Colt learns to infuse gear, he can spend this resource to carry chosen weapons, Slabs, upgrades and Trinkets into later cycles; unspent Residuum is lost when a day ends, but a revived Colt can return to his body to reclaim it. Visionary Leads and acquired knowledge also remain, ensuring that a reset can add information even when a route fails.

Julianna adds a competing perspective to the loop. In the campaign she can appear as an invader, controlled by the game or another player depending on settings, and her arrival turns the hunt for a Visionary into a contest over the district. She has a different relationship with Blackreef’s residents and can move among them, set traps, watch likely routes or alert Eternalists to Colt’s presence. Colt can fight her or hack the district’s antenna to reopen his escape route; Julianna’s aim is to stop him and preserve the cycle. Players can also enter Protect the Loop as Julianna and hunt Colt in another campaign. This mode uses the same districts and time-bound events but changes the objective from learning a route to anticipating another player’s decisions.
- Developer
- Arkane Lyon (Steam listing metadata names Arkane Studios).
- Genre
- First-person action shooter; stealth and immersive-simulation elements.
