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.
Recent Reviews:
Mostly Positive (10) - 70% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (173) - 83% of the 173 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 (2)

June 5

New Update v0.1.6134.0: Steam Names, Statues + Bar on Terrace, and more...

It's our first Steam Update! Hopefully I'm posting these release notes in the right place!

This build has a ton of fixes, but the really big stuff is:
  • finally you're not just a number in the lobby, you've got your real name!
  • we added statues and a bar on Terrace, which will separate it even farther from the old Double Modern map and from Balcony, excited to see how the meta evolves on this map now
  • the post-tutorial new user experience should be a lot better...it's not where it needs to be yet but it should be much more clear now
  • see below for the big list of fixes and features!

Enjoy, and let me know if there are bugs!
Chris






  • code
    • features
      • steam persona names displayed...utf8 chars are currently stomped to _ and if you have too many it defaults to your s76.../steam name still since client can't handle utf8 yet
      • much improved Beginner, Intermediate, Standard (nee Experienced) quickplay progression and UI clarity, level icon selector always visible, listbox text visible, disabled levels greyed out but teased
      • prompt for spectation or sniper playback in replays menu like in spectation
      • allow dragging spy portrait in tutorial on mouse down
      • allow invites to pop modal dialogs in practice and replays finally
      • better lobby disconnect notification instead of just returning to main menu
      • highlights and lowlights and book lights all have audio feedback now
      • resume auto-scrolling the replay timeline if haven't scrolled for 3 seconds
      • keep mission selections on mirror for fewer surprises
      • replay file v5 has displayname and num guests and start duration
      • incremental db writes on server so stats should be way more robust if server crashes
      • use all new art levels for menu background images
      • tooltips for how to drag roles on portraits until you've done it successfully
      • starburst to encourage people to push the Watch Replay button for the first time
      • custom groups required for quickplays, see file formats post
      • catch out of memory errors and just pop a dialog instead of crash
      • disable sticky/toggle/filter keys by default
      • /kick, /silence, and login message support
      • if / is first character typed in a message then rewind to command cycling
      • flirt always prioritized over check watch
    • bug fixes
      • don't reset the sniper camera on replay seek
      • don't change character in dossier on portraits click on game setup screen
      • misc minor portraits bugs
      • clear accept ui so not stuck, more bandaids for these ui lock bugs
      • if in spectation/replay setup and cancel, don't get stuck in ui when switches to loading
      • fix ui bug where if dossier is up and get invite then ui locks up...will this fix other bugs?
      • fix tooltip showing up wrong on dossier level icon selector
      • if you're the spy, you can put the briefcase down without any animation queueing now, be aware!
      • fix broken books bounding box for changing color as sniper
      • amba don't get stuck if can't put down briefcase
      • fix the insta-fade AT bar on ST bail after first bail
      • filter watch checks by non-spies in replay timeline
      • fix bartender getting frozen on edges of bartending zone sometimes
      • take the waiter out of pathing before trying to find spot
      • delegated purloin to book holder should still work and put the book away, basically try really hard to purloin if you're the delegate
      • fix matches not updating to client and to non-first-match-quitter
      • don't allow resurrecting old levels with qpgroups
      • try hard to make replay filenames shorter than MAX_PATH
      • fix teleport bug on gallery oh boy
      • fix library walking weirdness epsilon pathing raycast bug
      • fixed old replays, oops
      • fix dossier crash because not keeping track of which roles are actually needed
      • don't destroy the gl context and hope it fixes obs exit crashes?
      • fix crash with first replay note of a match
      • always use locally generated anonymous uuid for telemetry id and anonymize ip for gdpr privacy

  • content
    • gameplay
      • new terrace with statues and bar instead of waiter
      • fix statue pedestals for gallery so flirts are only between neighbors
      • new quickplay props for Beginner, Intermediate 1-3, Standard, and Old Art
      • darkened moderne kitchen counter a bit to make guestlist more visible
      • lowered the top railings a bit for sniper lean on library
    • animations
      • slightly exaggerated left hand cane side only bug for papa danger
      • smoothing out the right arm on mr. a walk, and walking bug smoothness fixes
      • more work on hide microfilm animation to make the green test less poppy
      • making sure all the hidefilm anims start after 30 frames to work better with action tests
      • fixed weighting behind the ears of many characters to prevent holes on head turns
    • aesthetics
      • lowering preview image of courtyard for the UI change so turing isnt cropped
      • extending wires of reception lights upward in gallery
      • moderne bar fixes, moved hard points back a little, backed up the bartender a little so he doesnt inner penetrate the bar as much, blocked in the bartender with hard colliders
      • some texture dilation work to help cover up seams while in med and low mode
    • pathing
      • gallery plant pathing clean up, centered targets on paintings
      • softening the colliders on the benches of library
      • rounded corners of soft colliders on moderne for smoother paths
      • made library railings a seperate layer with pathing off so that the soft colliders will make the pathing more forgiving
    • hittesting
      • making it so you can shoot thru the trees on courtyard
      • making library pillars and railing shoot thru-able
      • changing high-rise so that you can shoot thru the window dividers
      • adding ignore hit to the hard and soft collider layers of courtyard so that you can shoot people in the lower leg
      • changing colliders to hit ignore on library and moderne so you can shoot peoples feet through the railings and under deck chairs

These notes are for v0.1.6128.0 and v0.1.6134.0, the latter released a few hours after the former!
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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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