Updaam is one of the four maps of Deathloop. Each of them being split into 4 periods of the day: Morning, Noon, Afternoon and Evening. Updaam Noon is hosting a Target to eliminate: Charlie Montague. Although I designed the whole map during this Time period, I’ll solely present my work on the Target Mission.

From 2018 to 2021, I had in charge the:
- Global Layout iterations (All periods’ geometry).
- Local Layout iterations (Specific period’s geometry).
- Setup of NPC placement and patrols.
- Setup of NPC narrative sequences and interactions.
- Scripting of Events and Outcomes (Cinematics, one liners, gameplay branching)
- Audio propagation setup (volume based)
- Live with(out?) consequences
- A map crafted for its Target
- Introducing the Map to a genuine Player
- 2 Bit (the tiny robot that remembers EVERYTHING)
- A battleground fit for multiplayer
- Death by a thousand cuts
- The grand finale
- Map contributors
Live with(out?) consequences
DEATHLOOP’s unique structure makes it possible to push the player to proceed through trial and error. At the end of the day, everything is gone. To know more about the design I’ve put into this and get a glimpse of the wide amount of consequences in the map, check the Updaam – Afternoon map page.
A map crafted for its Target
The main Target of the map, Charlie Montague, is a brilliant (but also crazy inventor) he lobotomized himself and put half of it into a machine named 2-Bit. This machine is special, it can remember what happened throughout loops and is a slave to Charlie’s desires.



Condition Detachment may at some point require the player to find a large amount of batteries. Instead of having just them scattered around, I thought it would be great to have them power-up the cosmetic panels meant to bring life and movement to the LARP’s environment. Thus everything is very much centered around the area’s purpose.
Introducing the Map to a genuine Player
Charlie’s Mansion is hosting “CONDITION DETACHMENT” a LARP game with two roles: multiple Investigators (good 😇) and one Invader (baaaaad 😈). Investigators must kill the Invader.
Each floor represents one level of the strange SciFi World participants are in. 2-Bit is the master of ceremony, providing some occasional guidance and narrative exposure to player while Charlie remains at the top floor bragging about his cool Shift power.
Killing a Target in Deathloop is necessary to obtain their powers, at first you’re naked.
Although many paths are being at the disposal of player, they can’t safely be crossed without Shift. Meaning that player will necessarily have to pass through the main entrance first in order to confront themselves to the game before having the opportunity to break the game by never passing by the main entrance.


2 Bit (the tiny robot that remembers EVERYTHING)
2-Bit monitors everything happening in Condition Detachment and other Charlie’s games, it informs the participants about what’s going on, especially when the Player comes into play to assume the role of The Invader (the big bad guy of the game). It will always care for its Master’s life until a certain point in the game.
2-Bit from the Outside
Charlie bullies 2-Bit
2-Bit starts the game with a tremendous amount of toxic love for his bully and Master Charlie. Assuming a very submissive role.
2-Bit the snitch
As a diligent Master of Ceremony, 2-Bit will give away The Invader’s position whenever they change of floor.
This cue can be very useful to a Julianna Player who might know at which floor the Colt Player is located!
An adaptative Layout
Entering through a Window or a door won’t go unnoticed, if Charlie was killed during that Loop, 2-Bit will remember that this security breach led to the death of Charlie and will adapt the Layout accordingly.
2-Bit encounter

- Special hidden option: Set Charlie as the Invader.
- Participants will attack Charlieon sight.
- Special hidden option: Set Julianna as the Invader.
- Participants will attack Julianna on sight.
- Evacuate the building.
- Leaving the building empty from NPCs aside from Charlie.
- Trigger the Rocket.
- Burn everyone on the top floor.
- Become big friends (but it will take time)
A battleground fit for multiplayer
A lot of ground has been covered to ensure a great multiplayer experience in this map. No dead-ends and several cover layers on each floor with tons of mobility options to ensure fair fights but also smart wats to trick your opponents.

Some areas of the Map are left open to help players navigate and play around. The Library massive building remains available for the Hide and Seek game.
Death by a thousand cuts
As the replaying of our maps is an absolute necessity in this game, killing Charlie had to take MANY forms to provide the player with new forms of murder art, here are some of the most notable ones.
- Alert him, he will flee to his saferoom first. If you trapped the saferoom or hacked the turrets inside, he will die.
- Sneak-up to his resting room where he goes in between his Shifting sessions.
- Snipe him from accros the map.
- Use shift from the outside to his resting room.
- Demand 2-Bit to mark him as the Invader.
- FIRE THE FAKE ROCKET and fry everyone say the top floor (including Charlie)
The grand finale
One of the ultimate times player will have to reach Charlie’s place will be to bring “The Runt” a bobblehead with a speaker broadcasting a loud monologue of the most obnoxious person on the Island: Aleksis. The thing won’t shut up, ever. And Player’s goal will be to bring it to 2-BIT, inside. As the Runt is speaking endlessly, player will have to navigate the level with care if they don’t want to attract enemies attention.
The culmination of many playthroughs of the map ending with that special challenge, by that time, player knows the enemies locations and can avoid them carefully to bring the statuette to the end.
Map contributors
Here’s the list of other great human beings who made the shipping of that map possible.
- Level Designer: (on Updaam Morning and Evening) Dana Nightingale, Romain Gallego. / (Multiplayer setup and balancing) Sylvain Menguy / (Extra Content) Meghan Hannier, Julian Tellieux.
- Lead Game Designer: Yoann Saquet, Joackim Daviaud.
- Level Artist: David Di Giaccomo, Grégoire Neyrand.
- Lead Level Artist: Damien Laurent, Geoffroy Espinasse.
- Lighting Artist: Victor Frechard.
- Narrative Designer: Sandra “Sachka” Duval, Sophie Mallinson, Bennett Smith, Alex Scokel, Rosa Dachtler.
- Animator: Alain Huynh, Thibault Morel, Damien Pougeon, Rudy Pierrat.
- Game Designer: Alexandre Leboucher, Jonathan Foudral, Jerome Braune, Gauthier Roussel, David Mc Clure.
- Sound Designer: Fabien Goury, Thomas Mitton, Benjamin Darmon, Michel Tremouiller.
- VFX Artists: Thibault Guichard, Pierre Brouchet, Victor Anus.
- Creative Directors: Dinga Bakaba, Sebastien Mitton.
- Campaign Director: Dana Nightingale.