DEATHLOOP casts players as Colt, one of two rival assassins trapped in a repeating day on Blackreef. His route to freedom is a targeted one: assassinate eight key figures before the day resets. The island’s retro-futurist, 1960s-inspired style frames this strange prison, where death carries little consequence and its residents carry on partying.
Each cycle gives Colt another chance to act on what he has learned. Players can gather intelligence, uncover secrets and find weapons and abilities, then change their approach, whether by sneaking through levels or charging into fights. Multiple pathways support that experimentation, while loadout choices and a range of tools shape how a takedown unfolds. The loop is not simply a restart; it is the structure through which players build knowledge and refine their plan.
The main story is single-player, but Julianna can be controlled by another player and invade Colt’s campaign in pursuit of him. That optional player-versus-player element gives DEATHLOOP’s count page useful context: its core experience is a solo campaign, with a distinct online mode layered onto it. Players who prefer not to be invaded can instead have AI control Julianna, keeping the focus on Colt’s hunt and the puzzle of breaking the cycle.