A stealth puzzle game that lets you rewire its levels to trick people.

Latest News


Out now! $10!


Windows, Mac and Linux.


Tell us about it! Literally do tell us about it, or nothing will happen.

Yes, You Can Monetise Videos You Make Of This Game

Here's the formal permission bit.



Video Blogs

Other Projects

Here's a page about what else I'm working on and what else I've done.

Mailing List

Find out when I release a new game, and when there are opportunities to test them.




Tom Francis

Character/Level Art

John Roberts

Background Art

Fabian van Dommelen

Mission Music

Ryan Ike

Title Music

John Robert Matz

Menu Music

Francisco Cerda


By Tom Francis. Uses Adaptive Images by Matt Wilcox.

Gunpoint Dev Log: From A Broken Mess To A Working Game

A quick update on how Gunpoint’s going.

I AM SO SORRY I LEFT AUTOFOCUS ON! I will remember to disable it next time. My camera is great at everything except detecting how far away an almost stationary human in the center of the frame is.


Thomas: You have the most liberal definition of "almost stationary" I've ever seen.

Ben Borthwick: In the following comment, I will be playing the role of the average asshole internet games commentator:

"So are you ready to talk about DLC?"

(On a serious note - good to hear progress is good!)

Tom Francis: Heh. Do you work for Canon?

So I swing in my chair a bit! If I set the manual focus to 1m, it's all crystal clear. If I leave it on auto, it's like WHERE'D HE GO? Is he... a million miles away? Or three inches? It's one of the two, better switch between them constantly while ignoring what's in the center of the frame.

Joe Robins: Hey Tom, sounds like great progress!. The impossible headache inducing bug of doom late at night sounds very familiar to me. I'm slowly getting better and identifying when banging my head against a brick wall has stretched beyond its point of efficacy.

I do find that the moment in the morning when you fire things back up and instantly arrive at the solution can be a fantastic motivator for the rest of the days tasks too. Keep up the great work!

Laurie: It sounds like you are WAY too early in development to be trying to set par times for the levels.

You'll just have to redo them when you've finished.

:Pasqualy: When you send out test versions do those only go to a certain number of people or everyone on the "I want to test Gunpoint" list? I'm just wondering because you mention that you sent out some test versions and I never got one despite being on the list. I'm not trying to sound like an over-entitled arsehole; I just wanted to know if i someone ended up off the list, my spam filter blocked your email, etc.

Thanks for the update and keep up the good work!

SarahAnn: I'm dizzy after watching you spin in your chair so much!

Good to hear that you're nearing completion.

SiC: @SarahAnn, god yeah. I had a few beers and all that spinning just made me nauseous like you wouldn't believe lol. I never have that problem.

JamesDaCA: My good sir you can easily release a test build with a level designer just to get your loyal beta testers (Like myself) to give perspective of a already Awesome core game design. Level design is important, making sure everything works together smoothly is top priority understandably. Looks like your excited and tired and frustrated all at the same time, working hard. Its already great take it one day at a time.

Cant wait to buy this.

Jakub: Tom, I'm a fellow dev and started reading your blog recently. This video is one of the reasons why - it really captures the passion of gamemaking and why we really do it.

It takes me back when I spent good two weeks creating my C++ reflection and serialization experimenting with compiler macros and some recursive template magic. By the end I definitely reached a point of complete burnout, "oh-god-this-is-a-waste-of-my-life" moment. But after a deserved break, I came back to my game, looked at all the awesome stuff I could do now(defining any new arbitrary object in a text file, editing object properties ingame on the fly etc.)... it was an amazing "holy crap I made this" feeling.

Glad to see you're getting a sense of completion too. I recently launched the closed alpha test of my game (http://www.postmorte... in case you're curious), the furtherest I got with my own personal project since the time I worked for another small studio. I had an almost epiphany moment like you - "holy, I have a fully playable game! it's rough, it's missing sound, but you can go from the first menu all the way to the end credits!" It's such an awesome feeling - switching from "I need to get this done" to "this is *already* done, now I polish and extend it!"

phuzz: Tom! Don't burn yourself out, go have a beer or two! If you're ever in bristol I'll buy you one!

Ed Fenning: The majority of related videos to this are tutorials on auto-focusing a camera.

I'm still amazed by the task you set yourself all those years ago Tom and all you're achieving. Do you think you're ready to set a Gold date yet? It sounds like you've added all you want to and just need to refine it down.

TheJoggingLlama: Please make a mac version either on release or a little while after release