MIAMI

3

The city never asked for mercy. Neither will you.

Hotline Miami 3 — a lone masked figure stands on a rain-slicked Miami rooftop at night, neon signs bleeding pink and cyan across wet asphalt below, silhouetted against a dark city skyline, 2026
Pre-Order Now

THE CITY
BLEEDS AGAIN

Miami, 1991. Three years after the events of Wrong Number, the Russian Mob has splintered into warring factions and a new power has moved into the vacuum — a shadowy syndicate operating out of the Florida Keys, pulling strings from half a continent away. The phone calls have started again.

Hotline Miami 3 returns to the top-down ultraviolence that defined its predecessors, pushing the pixel-art aesthetic into brutal new territory with hand-crafted lighting, procedural blood propagation, and a dual-protagonist structure that forces the player to inhabit the same events from opposing perspectives.

Dennaton Games' thematic obsession — free will, complicity, and the seduction of violence — reaches its conclusion here. The masks are back. So is the question you never quite answered: does any of this feel good?

32+
Unique Masks
26
Story Chapters
2
Playable Characters
44
Soundtrack Tracks
1991
Setting: Miami, FL
2026
Release Year

THE FULL
TRILOGY ARC

1989
Hotline Miami — 2012

A Man with No Name

Jacket — a Vietnam veteran adrift in Miami — receives cryptic answerphone messages directing him to addresses where Russians need killing. He complies, in a trance of violence and neon. The 50 Blessings organisation is manipulating him from the shadows, using ordinary people as disposable instruments in a covert anti-Soviet operation. The game never explains itself. It asks only whether you noticed that you enjoyed it.

1989
Hotline Miami 2: Wrong Number — 2015

Many Faces, One Question

Wrong Number unfolds a mosaic of perspectives — The Soldier, The Writer, the Fans, the Henchman — each occupying the same violent world from a different angle. The narrative dissolves chronological logic deliberately. 50 Blessings crumbles. A nuclear strike ends it all in the final scene. It is a eulogy for the first game, told slant. The masks here represent not power but identity fragmentation — each character a shard of the same exhausted question.

1991
Hotline Miami 3 — 2026

The Keys To Everything

Set two years after the nuclear epilogue of Wrong Number — recontextualised as a hallucination, a shared psychic wound rather than literal history — Hotline Miami 3 introduces two protagonists operating in parallel: VALE, a former 50 Blessings courier who survived the organisation's collapse, and CRANE, a syndicate enforcer who knows exactly what he is. Their missions mirror each other across Miami's architecture of violence. The question of complicity is no longer implicit. This time, the game makes you choose.

WEAR THE
ANIMAL

Every mask in Hotline Miami 3 carries a passive ability that shapes your approach to every room. Thirty-two masks are distributed across the campaign, collectibles, and the new challenge-tier system.

ROOK

Crow — Tactical

A cracked crow mask, weather-beaten and missing one glass eye. Rook is VALE's default — the one she wears when she still believes she has a choice.

ABILITY: Enemies drop weapons on execution. Lethal pickups remain for 6 additional seconds.

KITE

Falcon — Speed

Worn thin from use, its lacquer peeling in long strips. The original owner is unaccounted for in the ledger. Kite rewards aggression with momentum.

ABILITY: Movement speed +30% for 4 seconds after each kill. Stacks up to three kills.

VANE

Wolf — Stealth

CRANE's primary mask. Flat grey, near-featureless. The only distinguishing mark is a hairline fracture above the left eye socket, the origin of which Crane refuses to discuss.

ABILITY: First strike from behind is always silent. Alert radius reduced by 40%.

BUCK

Boar — Brawl

Chipped tusks, one ear missing. Found in a duffel bag at the bottom of Biscayne Bay alongside three hundred and forty dollars and a set of car keys.

ABILITY: Unarmed kills restore one health point. Locked doors can be charged through.

GULL

Seagull — Ranged

White with traces of rust staining around the beak. Found in a beachfront motel room that smelled of gunpowder and suntan lotion.

ABILITY: Thrown weapons travel 50% further. Firearms have 1 additional round per magazine.

CROSS

Unknown Species — Locked

No eyes. No mouth. No ears. The material is neither plastic nor wood. It was not manufactured. It predates the organisation by at least a decade. No one remembers where it came from.

ABILITY: ??? — Unlocks in New Game+. Conditions classified.

HOW IT
KILLS YOU

One-Hit Death, Always

A single bullet, a single strike — and you restart the floor. The tension is structural. Every doorway is a negotiation. Every unlocked room is a minor miracle. Hotline Miami 3 adds a split-second freeze-frame on death, letting you watch the exact moment you miscalculated.

Core Mechanic

Dual Perspectives

Vale and Crane share floor plans across alternate chapters. Your actions as one character leave physical traces — bodies, broken glass, unlocked exits — that alter the other's run. For the first time in the series, the two narratives are mechanically entangled as well as thematically.

New for HM3

Expanded Weapon Set

Over seventy weapons spanning melee, ranged, and thrown. Hotline Miami 3 introduces breakable melee weapons — blunt objects that shatter after four strikes, forcing improvisation mid-room. Environmental interactions are expanded: shove an enemy into a pane of glass, drown them in the pool, force a car door.

70+ Weapons

Grade System Overhauled

The letter-grade scoring returns, now tracked across combo chains, time penalties, and a new Restraint modifier that rewards players who reach the exit without killing every enemy on the floor. You are scored on what you leave alive as well as what you don't.

S+ Rank Available

Miami by Night and Day

For the first time, chapters cycle through time-of-day conditions that affect enemy visibility, patrol patterns, and ambient crowd density. Daytime floors introduce civilian bystanders. Harming them collapses your grade. Night shifts all the neon on and strips the ambient noise. The same floor, twice.

Day/Night Cycle

Challenge Floor Editor

A built-in floor editor — the first in the series — ships with the base game. Share floors via a community code system. The editor exposes all enemy types, weapon placements, mask assignments, and time-of-day parameters from the main campaign. Workshop integration at launch for PC.

Community Tools

THE SOUND
OF VIOLENCE

The Hotline Miami soundtrack is canonical. It is not background noise — it is the drug the games are selling. Hotline Miami 3 commissions forty-four original tracks from artists working across synthwave, darksynth, italo disco, electro-industrial, and Miami bass. No licensed tracks from prior releases. All new material, sequenced chapter-by-chapter.

Tracks are tempo-locked to match the game's internal action clock. Die and restart, the track rewinds to its last phrase-boundary — never to bar one. The music accommodates your failure without punishing your ears.

01
DELTA HIGHWAY
PERTURBATOR
Darksynth
4:12
02
FLAMINGO BLEED
CARPENTER BRUT
Electro-Industrial
5:07
03
SOUTH BEACH PROTOCOL
WAVESHAPER
Synthwave
3:54
04
KEYS TO NOTHING
CHROMACLE
Italo Disco
4:44
05
ANIMAL LOGIC
GOST
Darksynth
5:33
06
WRONG MERIDIAN
DANCE WITH THE DEAD
Miami Bass / Synth
4:01
07
GLASS CEILING, CONCRETE FLOOR
M|O|O|N
Synthwave
6:22
08
BISCAYNE BURIAL
SCATTLE
Ambient / Industrial
3:18

MIAMI,
1991

The Miami of Hotline Miami has always been a fever dream rather than a map reference — all neon geometry and desaturated interiors, the geography of paranoia more than tourism. Hotline Miami 3 expands the city envelope to include the Florida Keys for the first time, giving the second act a sprawling, sun-bleached contrast to Miami's nocturnal claustrophobia.

Location types from the prior games — hotels, nightclubs, commercial warehouses, residential apartments — return alongside new environments: a working marina, a disused broadcasting tower, a private airfield, and a decommissioned hurricane research station that serves as the final act's primary setting. Each environment is designed to exploit the top-down perspective differently; the marina's floating jetties introduce water as an obstacle and execution method.

50 Blessings no longer exists. In its absence, three successor factions — the New Keys Syndicate, the Palmetto Order, and a remnant cell called the 88 Couriers — are competing for the same operational territory. VALE and CRANE find themselves operating in the fault lines between all three.

The game does not explain the factions' agendas. It never has.

  • "The package arrived. The masks were inside. Nobody ordered masks."
  • "Biscayne Protocol is active. Repeat: active. Do not engage units below the bridge."
  • "She said the calls sound like the old ones. Same area code. Different voice."
  • "Jacket is not a codename. It never was. We've been looking at this wrong."
  • "The nuclear event did not occur. The nuclear event did not occur. The nuclear event—"
  • "There are thirty-two of them. One doesn't match. I don't know which one."
  • "If CROSS is active, abandon the floor. Do not fight. Do not reason with it. Leave."

CAN YOU
RUN IT

Minimum — 1080p / 60fps
  • OSWindows 10 64-bit
  • CPUIntel Core i3-8100 / AMD Ryzen 3 2200G
  • RAM4 GB
  • GPUNVIDIA GTX 960 / AMD RX 470
  • VRAM2 GB
  • Storage3 GB (SSD Recommended)
  • DirectXVersion 11
  • GamepadFull Controller Support
Recommended — 1440p / 144fps
  • OSWindows 11 64-bit
  • CPUIntel Core i5-12400 / AMD Ryzen 5 5600X
  • RAM8 GB
  • GPUNVIDIA RTX 3060 / AMD RX 6700
  • VRAM8 GB
  • Storage3 GB SSD (NVMe Preferred)
  • DirectXVersion 12
  • GamepadFull Controller Support + Haptics