Gunpoint casts you as a freelance spy taking jobs to break into high-security buildings and steal sensitive data. Beneath its noir-inspired murder and espionage story, the game’s defining idea is that security is something to manipulate rather than simply evade. You can choose what to tell your clients, even lying to trick them, while the story material is skippable and the hardest puzzles are optional.
That flexibility comes from the Crosslink, which reveals how a level’s security devices are connected and lets you change their wiring with the mouse. A lightswitch can trigger a trapdoor, for example, turning the building’s own systems against a guard. The game also supports varied approaches, from moving quickly or quietly to avoiding violence or leaving no living witnesses. Its one-shot lethality applies to everyone, including the player, making each proposed solution carry real risk.
The structure is a single-player campaign of twenty missions, with specialist gadgets to buy and new solutions to discover. Its appeal lies in experimenting with wiring and tactics, then deciding how much of the spy story to engage with along the way.