Death to Spies () is a stealth third-person shooter video game set in World War II. Produced by 1C Company and Russian studio Haggard Games, it was released on 17 October 2007 for Microsoft Windows and later to Valve's digital distribution system Steam on 12 March 2008. The game received mostly positive reviews. Two sequels, Death to Spies: Moment of Truth and Alekhine's Gun, were released in 2009 and 2016, respectively. Gameplay Death to Spies takes place from a third-person perspective. The player controls Semion Strogov, a captain in SMERSH, a Soviet counterintelligence agency. Strogov is able to run, jump, crouch, crawl, climb over obstacles, and drive vehicles. Taking place in World War II, the player is required to complete various tasks in enemy territory, such as killing targets and stealing documents. Emphasis is placed on stealth, as the player is greatly outnumbered by enemy personnel in every mission, and can fail an assignment if the alarm is raised. The game's missions are connected by cutscenes, all of which take place in 1951. The plot begins with Strogov being arrested after the downfall of the head of SMERSH, Viktor Abakumov, and being interrogated about a series of missions he participated in from 1943 through 1946 in an effort to determine the extent of his ties to Abakumov. The Heads-up display shows the level of awareness and suspicion of enemies, both of which are represented with a single bar at the top of the screen and are represented separately as different icons. A vector map can be displayed on the screen, showing characters' locations and their fields of vision, in which the player will be detected either instantly or gradually, depending on the distance. The vector map also shows the radius of noises made by the player; if someone is within the radius of the noise, they may investigate the noise or become alerted. Disguises can be used to avoid alerting enemies when seen. When a character is knocked unconscious or killed without damaging the uniform, Strogov can change into their clothes. Some enemies are able to see through disguises and can be alerted if the player enters their vision, and all enemies can be alerted to suspicious behaviour which includes picking the lock of a door or looking through a door's keyhole, being in certain stances, or having certain weapons visible. Before starting a mission, the player is usually able