SpyParty is a competitive espionage game about subtle human behavior. A Spy hides in plain sight at a fancy cocktail party, trying to accomplish missions while blending in with the other guests, while a Sniper with a single bullet looks inward, searching for the Spy.
All Reviews:
Very Positive (269) - 80% of the 269 user reviews for this game are positive.
Release Date:
Apr 12, 2018
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want SpyParty to be an incredibly deep competitive experience about subtle human behavior (and not getting shot), and to do that, I need players exploring the depths of the game design. The game has been in beta for a looooong time and has evolved a lot since it was first revealed years ago. There have been hundreds of thousands of games played, countless tournaments, leagues, and ladders, too many gaming convention booths, and now it's finally time to broaden that testing to involve the Steam community!”

Approximately how long will this game be in Early Access?

“I am very bad at estimating dates, but I think it will be in Early Access about two years. I'm a perfectionist, and hopefully you can see the trendline from how the game started with the original prototype art (you can catch a glimpse of some if you look for the waiter or bartender in the screenshots above) to where it is now. You're invited to come along for the next part of this ride!”

How is the full version planned to differ from the Early Access version?

“The goal for the 1.0 release is even better graphics, even more maps and missions, and even deeper competitive game mechanics. I'd also like to do single player modes and experiment with other multiplayer modes, but those are riskier and will have to wait until I get the 1v1 mode perfect, so I don't know if they'll make 1.0 or if they'll be later experiments and updates, but I have a lot of plans!”

What is the current state of the Early Access version?

“The current version of SpyParty is a two-player online experience. Players connect through a lobby and play a match usually consisting of multiple games, alternating playing Spy and Sniper each game. The games last about 3 minutes each, and people tend to play 10 or 20 games in a match. There is a very advanced spectation and replay system, so players can both spectate matches in progress, or look at replays of previous matches, and even play Sniper against the game they're spectating/replaying for added challenge while watching a match. There's an active online community of experienced players that love helping new players learn, and there's a brand new tutorial to ease players into learning SpyParty because it's such a different game design.

Qualitatively, SpyParty has been playable at a highly competitive level for years. The top players have thousands of hours in the game and tens of thousands of games played, it has been invited to e-sports events like EVO, it has long lines waiting to play at shows like the Penny Arcade Expo, and it was the secret final game of the PAX Omegathon a few years back. It's a pretty good game already, although maybe I'm a bit biased.

That said, it's beta, so there are bugs. And mistunings. And clunky UI. And if you look hard enough, there are places in the game where there's still old ugly prototype art. Usually the old-timers are hanging out in these dusty corners, but if you approach them slowly they'll often tell you the deepest gameplay secrets and they might even offer to play a mentoring match with you, teaching you to destroy your friends with their forbidden ancient SpyParty knowledge.”

Will the game be priced differently during and after Early Access?

“I will probably raise the price on full release, but I haven't decided for sure yet.”

How are you planning on involving the Community in your development process?

“I plan to continue as I have during the pre-Steam beta, which is to say having an open constructive conversation with early-access players, taking feedback and suggestions, and talking freely about design tradeoffs as I make development decisions. The elite players are much better at SpyParty than I am now, so getting their feedback is crucial to making good design choices. A number of the existing maps and missions and mechanics have come from player suggestions, and I expect that to continue, because I love getting constructive feedback from the community! So, as long as your feedback is polite and constructive, I'm very interested to hear it!”
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Recent updates View all (4)

December 1, 2018

Bugs and Holiday Cheer!



Toby and Damon are celebrating the fixed replays and memory leaks!

The big stuff:
  • old replays with Steam names no longer crash, oops
  • fixed a bunch of memory leaks so long play sessions shouldn't run out of memory
  • fixed the shoji bottoms to not disappear when doing Spy curbs, and improved their quality a bit

Happy start of the holiday season!
Chris

v0.1.6384.0:
  • code
    • fix problem reading v5 replays with display names...bad old header length calc
    • add another ps2 usb controller
    • don't play the over sound over and over while over the random cast button
    • fix a bunch of small memory leaks that built up over lots of games
    • output final game setup to log for easier game finding
    • handle silhouette links correctly when root is turned off due to curb bounds
  • content
    • fix shoji screen bottoms to stay when spy curbs activated
    • add shoji bottom contact shadows
    • misc shoji texture and lighting fixes
    • holiday spirit
3 comments Read more

November 22, 2018

Teien 庭園 garden venue!



It took way too long to get here, but it's finally here!

The big stuff, details below:
  • A beautiful new venue: Teien 庭園, with silhouette rendered randomized shoji screens!
  • Vastly improved gamepad support for up to 98.9% of controllers (according to Steam's numbers), including fightstick support, for which everybody has been clamoring.

Teien

Teien is set in a beautiful Japanese garden in the early evening, and was inspired by my visit to the Ginkakuji temple in Kyoto. Sliding shoji screens provide cover, and randomize between 8 different layouts on game start, but beware, your silhouette can give away a lot of information to the Sniper!



You can manually set the shoji layout in practice games so you can, well, practice. High- and low-lights don't show on the silhouettes, but if you target a guest you can see if they are lit. Of course, the Sniper can shoot through the shoji. Please ignore the huge and glaring bug that the guests are wearing shoes in the temple; the fix for that bug will have to wait for the outfits feature.

Teien is actually the first in a series of three venues exploring the theme of "occlusion", each in a radically different way...

Gamepads
I'm going to have to write more details about this later in addition to what's below in the release notes, but almost any gamepad should work well with SpyParty now on Windows standalone, Steam, and MacOS. I will just leave this image right here...



Oops, I didn't have the fightstick in the pic, oh well.

Oh, and the gamepads are all auto-detected and the correct button glyphs are rendered in the UI (including Switch Pro regular and flipped buttons support).



Enjoy, and let me know if there are bugs or comments here in the Steam forums or on the SpyParty discord!

Thanks,
Chris

v0.1.6370.0:
  • gamepad support greatly improved
    • not sure I should have spent so much time on this, but hey, now it's pretty cool
      • covering upwards of 98.9% of controller usage according to recent steam usage data post
      • 360/xbone/ps4/ps3/ps2/switchpro/dinput all autodetected and supported well, including with correct button glyphs
    • will need to write more detail about this later, including
      • documenting all the new settings
      • documenting custom layouts and how to make them, how to figure out what your controller is sending
      • tutorial on getting some of the more difficult controllers working on windows, steam, and macos
    • fixes and features
      • right stick (camera) scaling settings, helps with steam controller too
      • make a gamepad disable layout if you've got a weird accelerometer or something
      • custom layouts for unknown gamepads
      • autodetect or manual gamepad button glyphs
      • keep deadzone, layout, fightstick, flipped buttons, camera params, and button glyphs per gamepad instance in settings prop
      • nest keyboard remaps into keys prop in controls and add to print controls
      • fightstick mode...no, I have no idea why I did this either.
      • got button displaying in tutorial help instead of "Press X", still some places in UI with 360 button names
  • misc fixes
    • prevent some crashes
    • mirror custom quickplays correctly
    • handle mirror custom when one player has a qpg prop but not the other
    • fixed "arms too short to reach book" bug
    • don't show display name if same as username in stats
    • don't count /steam in test for whether mostly unicode
    • use case preserved string for command completion leaves
    • when eating characters don't tolower, hopefully fixing capslock bug
    • case insensitive sort in lobby names
    • don't hittest books when safety is off
    • don't crash if over header in replays and ctrl-
    • bail to main menu on failed steam login so we don't loop endlessly
    • robustify steamlogin on reconnect errors
    • tune HL and LL outlines and colors a bit
    • finally figured out repro for pax setup gamepad listbox crash, and fixed it
    • fix code page and utf8 bugs with windows usernames and directories with fancy characters
    • fix winxp issues by dynaloading vista-only function call, so winxp minspec is correct again
  • minor features
    • display steam id in /who
    • log window size in /fps
    • have helper write dump file name to log on close
    • log params --logflush and --lognogzip to make printing logs work on startup crashes
    • replay header v6 with venue variant int
    • don't display lobby list if redirecting to single new server
    • listbox scrollbar and mousewheel support, now I can have giant lists of things yay
    • add view last replay to match menu...some would say this isn't minor...
    • display in replay summary box if simplified game rules
  • game setup screen stuff for keyboard/gamepad usability
    • better keyboard/gamepad navigation of spy game setup screen, don't need to know about shoulder buttons/tab
    • better portraits drag behavior with cancel and layers
    • dossier info circle now a '?' instead of an 'i', which was actually a shortcut for /reply
    • expand venue preview on non-mouse focus for keyboard/gamepad for visibility
    • pop level icon listbox on nonmouse focus
    • now can mouse over venue preview to get info circle
  • content
    • fixing walking bug arm starting positions on group 4 characters
    • tune pathing edges in Moderne
    • change Terrace modes to 3 mins
    • add 30 seconds to Moderne quickplays
    • fix Veranda clock mesh flipped normal allowing you to see statues through the window
    • fixed the alpha sorting chracter highlight bug on veranda, garden, and courtyard
    • gamepad button glyphs, add arrows to ps4 options and share buttons since they're impossible to tell apart
12 comments Read more
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Reviews

“There has never been a videogame like SpyParty. … SpyParty is as cerebral and personal experience as I’ve ever had with a multiplayer game. … Despite being two years away from completion, the early version I saw still remains one of the most subtle, enjoyable, and surprisingly playful multiplayer games I’ve yet played.”
Destructoid

“Part of what is so exciting about Spy Party is the stuff that happens around the game. Hecker has seen the game trigger strong emotional responses. I even felt it… guilt of all things. I’ve killed thousands — millions? — of enemy characters and even some friendly characters in video games with none of the pangs of consequence. I shot one innocent partygoer in Spy Party after tracking them for a few minutes, after being sure they were Chris Hecker’s avatar and up to no good, and then, as they lay dead on the floor I realized I was wrong. I felt bad.”
Kotaku

“SpyParty is like nothing else I’ve ever played. … When the laser focuses on you, the tension is intense. And the relief, when the beam swings away, is powerful.”
Wired

About This Game

SpyParty is a competitive espionage game about human behavior, performance, perception, and deception. While most spy games have you machine-gunning stuff, blowing things up, and driving fast, SpyParty has you hide in plain sight, blend into a high-society cocktail party, deceive your opponent, and detect subtle behavioral tells to achieve your objectives and not get shot. Finally you can be like the suave and confident spies you find in films or books, risking it all by doing the final mission right in front of the sniper as the clock runs out! There are plenty of games that explore being a super-powered commando with an infinite supply of ammunition and no brains; SpyParty is a new and quite different game about the more interesting, deeper, and more subtle aspects of being a spy.

The current main gameplay mode is 1v1 Spy versus Sniper online multiplayer, although there is limited single-player Sniper play right now, and a single player Spy and Sniper practice mode for trying out missions and whatnot.

See the SpyParty Steam Discussions for an FAQ and links to more information.

If you're wondering where the MacOS X port went, see that FAQ! I need to delay it until after SEA launch because I hit a few technical snags, but the non-Steam MacOS will continue to work, and I'll get it working on Steam soon after SEA launch hopefully!

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: Celeron
    • Memory: 2 GB RAM
    • Graphics: Intel HD 3000
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Additional Notes: I develop the game on a really ancient laptop to keep myself honest and keep the game running fast on low end hardware, so it should work on quite old computers!

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