Blackout is a fast-paced multiplayer game built around one idea: visibility matters. Players flash in and out of sight every few seconds, and the second you pull out a weapon or ability, you’re fully visible. That one rule changes how every fight works.
You’re not always visible in Blackout. The game runs on a visibility cycle—every few seconds, players fade in and out. You might be chasing someone and suddenly lose them, or get ambushed by someone you didn’t even know was there. That’s normal here.
On top of that, any time you pull out a weapon, you’re exposed. Doesn’t matter if it’s mid-cycle or not—you’re lit up and everyone can see you. So you have to pick your moments. Fire too early and give away your position. Wait too long and miss your shot.
You get three equipment slots. Could be weapons, abilities, or a mix. There are a bunch of different tools that all work in different ways, but none of them are a free win. You have to actually use them well.
When you die, you respawn instantly. No sitting around. You get a short forcefield so you don’t get spawnkilled, then you’re back in it.
Blackout isn’t really about aim duels or twitch reflexes. It’s more about timing and reading situations. Knowing when people are going to appear. Guessing when someone’s about to pull a weapon. Figuring out if you should wait or go for it.
There’s no radar. No UI showing you where people are. If you don’t see them, you don’t know they’re there. If you do see them, you’ve got a decision to make.
Blackout is a game about pressure. You’re never totally safe, never totally sure where anyone is, and every move you make has a risk. It’s simple at first, but once you learn how all the pieces interact, it gets way deeper.
If that sounds fun, give it a shot.
Feedback is greatly appreciated, please give honest constructive criticism. I’ve recently added a singleplayer option.