Dishonored is a game about power freely given and the discipline to refuse it. Set in Dunwall, a fog-choked port city running on whale oil and aristocratic rot, the series hands you a toolkit of supernatural abilities and then waits to see who you really are. Corvo Attano and Emily Kaldwin are assassination machines who can ghost an entire mission without a body count, or carve through it in minutes. The Outsider's mark makes both options equally valid. That moral freedom, the sense that the world bends around your intentions rather than forcing you down a corridor, is the beating heart of every Dishonored title. It attracted an audience that loves agency, aesthetics, and the peculiar satisfaction of a plan executed with inhuman elegance.
Essential Dishonored
The core series, from the plague-haunted original to Emily's reign
The Immersive Sim Lineage
Games built on the same design DNA: systems, agency, and emergent consequence
Stealth and Shadow: Games That Reward Patience
From shadow-crawling assassins to clockwork infiltrators
Gothic Revenge and the Corrupt City: Films and Series
Stories where power rots the powerful and the wronged seek their own justice
Steampunk Visions and Dark Fantasies: Books
Novels that share Dishonored's industrial gothic unease and moral complexity
Chaos Is a Dial, Not a Switch
Every Dishonored game tracks your lethality and presents you with the world you earned. High chaos means plague rats and despair; low chaos means fragile hope clinging to rotten institutions. What makes this remarkable is that neither path judges you. The game never lectures. It simply shows you the city's response to who you chose to be, which is a more honest moral framework than most games ever attempt. Players who choose non-lethal runs often find themselves more disturbed, not less, by what those routes require.
The Outsider Is the Best Villain Who Never Vilifies
The Outsider grants power without allegiance. He watches, curious and amused, as mortals tear themselves apart with the gifts he bestows. That detachment reads initially as menace, but over three games it accumulates into something stranger: a genuinely alien moral perspective that sees human cruelty and kindness with equal fascination. Death of the Outsider reframes his entire mythology without betraying it, a rare trick. He belongs in conversations about the best written figures in game narrative.
Arkane Austin Proved the Formula Travels
Prey (2017) is Dishonored in space with a different vocabulary. Arkane Austin took the same commitment to systemic play, environmental storytelling, and moral texture and rebuilt it inside a derelict space station overrun by shape-shifting aliens. The Typhon abilities mirror the Outsider's mark almost exactly in design philosophy: each one opens a new layer of possibility rather than simply increasing damage. If Dishonored's aesthetic is too narrow for you, Prey proves the soul of it is infinitely portable.
Dunwall Has More in Common With Dickens Than Tolkien
The city of Dunwall is not a fantasy world that happens to have Victorian clothes. It is an industrial society reckoning with extraction, inequality, and plague in ways that feel recognizably modern. The poor quarters are poor because the aristocracy made them that way. The plague spreads because the institutions meant to contain it protect the powerful first. Arkane borrowed directly from Dickens, Peake, and Mieville, and the game is richer for it. Readers of New Crobuzon or Gormenghast will feel at home in Dunwall immediately.
Dishonored: A Decade of Dark Craft
- 2012Dishonored launches, redefining immersive sim for a new generation Dishonored
- 2013The Knife of Dunwall puts you in Daud's boots, the man who started everything Dishonored: The Knife of Dunwall
- 2013The Brigmore Witches closes Daud's arc before Dishonored 2 Dishonored: The Brigmore Witches
- 2016Dishonored 2 doubles the protagonist roster and triples the level ambition Dishonored 2
- 2017Death of the Outsider strips away the myth and asks what remains Dishonored: Death of the Outsider
- 2017Prey arrives from Arkane Austin, proving the immersive-sim spirit extends far beyond Dunwall Prey
- 2019Adam Christopher's novel extends Daud's canon story in prose
More steampunk shadows and silent kills
Steampunk
Explore the Steampunk guide →The Void is real. The Outsider is watching. Whether that terrifies or comforts you says more about you than it does about either of them.Dishonored lore, paraphrased









































