Sir, You Are Being Hunted is a freedom sandbox stealth experience, where each playthrough is unique, thanks to our British Countryside Generator. Escape from these robot-infested islands with violence, trickery and stealth. This brutally funny game is available for Windows, OSX, and Linux.
Användarrecensioner: Väldigt positivt (2,107 recensioner) - 85% av 2,107 användarrecensioner för det här spelet är positiva.
Utgivningsdatum: 19 aug, 2013

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"Sir, You Are Being Hunted is a dynamic and atmospheric stealth game that'll kill you politely."
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7 oktober

Behold! Multiplayer V1.0 Now Live

We made it! This month's update finally brings Sir's multiplayer out of the murky swamps of beta and into the harsh glaring light of general consumption. You no longer need to opt-in to the multiplayer beta branch to see multiplayer games as an option in your game. The new front-end launcher will appear for all up-to-date owners and hopefully this will provide us with a fresh influx of players to your servers and a growth in the number of servers themselves!

Importantly, we need to say a huge "thank you" from the team to everyone who participated in the beta, filing bugs and making suggestions both here and on the BR forums.

It's been a long road from single-player prototype, through Kickstarter, Steam Early Access, Single player 1.0 and beyond and now that the multiplayer component of Sir is stable and live and all those promised stretchgoals are met (phew!) we can finally take a step back and appreciate the journey. A journey we could not have made without you guys. So thanks!


As well as the new launcher, there are a range of optimisations and bugfixes: this 1.0 release adds the ability to trade directly with other players rather than use loot stashes to swap items. Players can make their inventories available for access by other players by holding down the "o" key (by default) until someone accesses their loot. Once a trade has been established players may freely GIVE items to each other but they may not TAKE items. This means that trade is never open to exploitation. You only get what the other player trading with you gives, there can be no stealing!


So this is it! Sir, You are Being Hunted is feature complete, but it's not the end. We are already working on a patch for the Singleplayer game to bring across all the improvements that have come about in multiplayer and of course we are still reading your feedback with great interest. The hunt continues...

We'll see you on the servers.

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15 september

Sir, You Are Being Hunted Multiplayer: Scarecrow Says Hello

Hello again!

Firstly - as has become something of a standard for these updates - we've got a new NPC for you: the Scarecrow. His uniquely-creepy presence has been missed so it's great to see his return. Watch your back... Live on the Steam builds right now.

Now that the compliment of NPC types has reached 6 (!) we thought it was about time to give server admins some control over what you are faced with in any given game, also how many and when they appear. To whit we've brought over the NPC schedule manager from single-player and now you can tinker 'til your heart's content. Want a world filled to the brim with poachers from the get-go? No problem. How about no balloons EVER. Easily done. Or maybe you just want more of everything? Well, then you're clearly unsound... Whatever your preferences, the new NPC settings will let you create bot populations to suit.

We've also got world seeds working so you can now copy and save worlds that you like. Generated a particularly breathtaking Mountain biome you just HAVE to show a chum? Just copy the seed from the escape menu and pass it on. Remember, only server admins have access to the world generation and NPC settings. Use “#callvote makeadmin playername” in the chat window to start a vote for a new admin on servers that allow this.

There are also the usual tweaks and fixes, some of which are direct responses to payer requests (that stones timer volume WAS too loud wasn't it...), others are things we've had on the list for a while and have finally gotten around to now we're approaching an official v1.0 release...

Not long now!

Patch Notes:

  • New – Robot Population Customisation
  • New – Save, Reuse and share world seeds
  • New – NPC Scarecrow
  • New – Invisibility and Invulnerability Talisman effects
  • New – Balloon light destroyable and synced across clients
  • Plus – Sundry fixes and tweaks. Timer klaxon volume, network position issues, warning window for Custom biomes, Custom biome inventory duplications etc

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“Everything about Sir is either silly or scary.”

“A cold-sweat thrill.”

“There's nothing quite like Sir, You Are Being Hunted.”

Om detta spel

Sir, You Are Being Hunted is a procedurally-generated British horror in which tweed-wearing robots hunt you for sport. Roam the landscape, scavenge for food, hide breathlessly in the undergrowth, flee in terror, and even fight back with stolen weapons.

Sir is a stealth and survival game unlike any other.

Key Features

  • First-person stealth and survival.
  • Procedurally-generated British landscape.
  • Five biomes to explore: castle, industrial, rural, mountainous, and fenland.
  • Infinite replayability in a sandbox world.
  • Powerful, brutal AI that becomes tougher as you play.
  • Tea and biscuits.
  • Foliage-based stealth system.
  • Scavenge to survive.
  • Play as Sir or Madam.
  • Relentless Britishness.

Every Game Unique!

Sir, You Are Being Hunted is set on a mysterious archipelago generated procedurally by you, and therefore unique to each game you play. You can define your own islands, each one created in moments by our rather clever British Countryside Generator. These islands are then populated by a raving aristocracy of murderous robots, their robot hounds, and worse. You job is simply to survive, and get home.

You're not entirely alone, though: The disembodied voice of Walters, your butler, will help you and offer advice.

Ultimate AI Threat

Sir's AI is one of the toughest in stealth, and as an open-world game, it's unique in its field. The robots are some of the most aggressive and intelligent game enemies you will ever experience, and will pursue you even after losing sight of you. Expect to be hunted!

The Most British Of Games

Sir, You Are Being Hunted is set in a parallel Britain, complete with bleak villages, rocky highlands, bramble-filled woodland, decrepit farms, and crumbling post-industrial landscapes. Made with the remarkable power of our British Landscape Generator, these landscapes are enormously evocative and teeming with detail. Take time to explore, and find that vital hidden flask of tea!


Mac OS X
SteamOS + Linux
    • OS: Windows 7, Windows 8
    • Processor: Intel Core 2 Duo, AMD Athlon X2, or equal at 1.6GHz or better
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c-compatible, SM 3.0-compatible
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    • OS: Windows 7, Windows 8
    • Processor: QuadCore 2.0 GHz +
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 8800 GTS or better, 512MB+ VRAM
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    • OS: 10.7.5 (Lion)
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Integrated
    • Hard Drive: 500 MB available space
    • OS: 10.8.2 (Mountain Lion)
    • Processor: 2.4 GHz Intel Quad Core
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
    • Hard Drive: 500 MB available space
    • OS: Ubuntu 12.04
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c-compatible, SM 3.0-compatible
    • Hard Drive: 500 MB available space
    • OS: Ubuntu 12.04
    • Processor: QuadCore 2.0 GHz +
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
    • Hard Drive: 500 MB available space
Hjälpsamma kundrecensioner
401 av 434 personer (92%) fann denna recension hjälpsam
5 tyckte att den här recensionen var rolig
13.3 timmar totalt
Upplagd: 11 juni
I was hungry

With 75% of my inventory occupied by bottles and empty guns, but no food or rags, I need to find a source of food. a house to loot, perhaps. I scurry into a forest after the sound of a squadron falls upon my ears; I am in no condition to fight. I wander the forest for a little bit, helplessly watching my vitality droop into the low thirties. I need food, drink, anything.

And fast.

After crawling through the forest for a few minutes, I hear humming. There is a lone robot here. I scope out the immediate area, hoping to set course away from certain doom. Upon laying eyes on the beast, however, I sit in place, carefully calculating where it was traveling.

For it was passing an unlooted shack.

I watch the shack and robot from above, for I was stationed on a hill just out of sight. My vitality is hitting the low teens. This shack was is last shot at life, for any village would be too far to not starve. This is my last chance, and I need to spend it wisely. I note the robot's steady patrol around the shack, and sprint when he rounds the corner away from the door. I do not care if I am seen; I could run after I retrieved any food in the shack, and any other course of action would leave me dead.

A meter or so away, I note that I can no longer hear the robot humming. This was either my lucky day, or my last. I got within a few decimeters of the door, so close to life once more.


That is all I hear, and all I need to hear. I am dead. The abrupt and loud snap and accompanying crunch can only mean one thing.

I quickly look down to inpect my injured shin, shattered by a perfectly placed bear trap. I quickly try to undo the traps mechanisms, to free myself and run. I am interupted by a loud click above my head, to which I stand up to identify. I am greeted by the barrel of a large gun, and then by a bright light and darkness. I can feel the ground as I land, I feel it welcome me to a long, peaceful slumber. As I fall into eternal sleep, I am greeted with a lullaby, a familiar song that I am unable to name. It was unsettling, however in the way it was sung, or rather, hummed.

And it sounded oddly robotic.
Var denna recension hjälpsam? Ja Nej Rolig
154 av 171 personer (90%) fann denna recension hjälpsam
3 tyckte att den här recensionen var rolig
4.6 timmar totalt
Upplagd: 6 juni
A nerve-wracking survival experience, guaranteed to make you terrified of robots, the British, and British robots.
Var denna recension hjälpsam? Ja Nej Rolig
98 av 98 personer (100%) fann denna recension hjälpsam
1 person tyckte att den här recensionen var rolig
9.0 timmar totalt
Upplagd: 22 juli
Sir, You Are Being Hunted is definitely unique in the genre of procedurally-generated survival games. Yes, there's a procedurally-generated landscape for you to explore making each game unique but there's a clear goal in the game: you've to retrieve various scattered fragments of a machine spread over five islands and bring them back to a stone circle on the center island. Each island is a randomly-generated landscape but you select a theme for them individually like Mountain, Castle, or Industrial. It helps making each island visually unique as it can become tricky later on in the game remembering which areas you've visited.
Actually finding scattered fragments is tricky; despite a white plume of smoke emanating from them, they'll be spread over a wide area and if the weather is overcast or foggy, then you're going to be searching for a long time.A compass point at the top of the screen will show you where the stone circle is located, along with boats which act as save points as well as transport to the other islands. The fragments themselves aren't marked so you've got to start surveying the landscape as best you can while avoiding detection and keeping yourself well fed.
What's also interesting is the game gives you a range of starting classes. Although there's no mechanical differences between them, each has a unique set of starting items. The Aristocrat (the default option), Officer, and Gamekeeper have a lot of immediately useful items, like bandages, traps and weapons. The Cook, Inventor, the Old Soak, and Artist are more orientated towards either food or esoteric items.
In truth, you could pick any class you wanted because you'll have to scavenge and forage as soon as possible. Your vitality is always dropping and in order to keep it up, you'll need to eat or drink what you can find in various buildings across all the islands. Whether it's some dubious eggs, marmalade, or some nourishing stout ale, keeping your vitality will allow your health to regenerate; if it drops too low then you're going to die quickly in a skirmish.
However, Sir, You Are Being Hunted reveals itself to be a mixed bag when it comes to the actual business of being hunted. Often times you'll see a small posse of hunters stroll past not too far from you without worry; others, you'll see a pair simply loitering around some buildings. While initially worrying, you'll soon learn to simply stick to some long grass and avoid them.
What's more inconvenient are times where you find hunters sticking really close to a fragment that you've spotted from a distance. It's possible to distract them with a flying bottle, but it's frustrating when the fragment is located on an open patch of ground which means you'll be spotted anyway.
Even more annoying is when the landscape works against you and puts a fragment in a really hard-to-reach spot; I found out one of the last fragments I was searching for was on top of a rocky outcrop by the shore. It was inaccessible on all sides, there were two robots patrolling the area, and a big tentacle monster killed me after I spent too much time in the water. Rare as this may be, these situations essentially halt all progress you've made and require a total restart.
When it does all come together, Sir, You Are Being Hunted delivers a tense atmosphere that's unlike anything else. When you get close to any robotic hunter, you'll hear gentle music cues that really make you feel the pressure; even just the quirky robotic warbling you hear emanating from your hunters is nerve-racking.
As you collect fragments, you'll start to see enemies like the Landowner on the horizon and feel the urgency rise. Finding those fragments as fast as possible suddenly becomes the most important thing you can do. Unlike many games, even though you can pick up lots of items and weapons, you never feel truly empowered and the enemies are never a push over. A pair of basic hunters can still pick you off without too much trouble and believe me, they will.
With too many enemies present, Sir, You Are Being Hunted would simply be an open-world shooter, but with too few, it would be boring. While many might find its empty spaces dull, they always carry with them a hidden threat that a pipe-smoking robot has you in its crosshairs with its steely finger on the trigger.
Var denna recension hjälpsam? Ja Nej Rolig
93 av 111 personer (84%) fann denna recension hjälpsam
2 tyckte att den här recensionen var rolig
4.4 timmar totalt
Upplagd: 13 juni
Go to new fresh island
Set bear traps near the boat so I can collect some juicy rabbits when I come back
Search the island
Collect all magical rocks
Decide to just sprint back to the boat
Big spooky landowner robot sees me
The chase is on
Getting close to boat
Step in one of my own bear traps
Landowner is getting close
Open inventory, use plyers to get out of bear trap
Landowner is pretty close
Running for boat
So close to boat
Step in another bear trap
Try to use plyers
It's too late
Landowner kills me with his magic stick of stun

Good game, do recommend.
Var denna recension hjälpsam? Ja Nej Rolig
60 av 65 personer (92%) fann denna recension hjälpsam
1 person tyckte att den här recensionen var rolig
14.7 timmar totalt
Upplagd: 1 juli
I'm recommending this, but it's not a strong recommend. Picked it up during a monster Steam sale -- I think for like 90% off or something -- and it was definitely worth the ~$3CAD but probably not the full price of >$20.

Sir (or Madam), You Are Being Hunted is a sandbox first-person stealth game set in a vaguely Edwardian time period where you, the protagonist, get stranded on a series of islands and are hunted by murderous robots. Your goal -- to travel to each island (five in all) and acquire pieces of a machine to transport you to safety. All the while, you have to mind your hunger and scavenge for items like food, bullets, weapons, and alarm clocks. The islands are procedurally generated with each game with a choice of one of five biome types. I really like the procedural islands; each biome is different and they feel natural and well thought out. On the default setting, the game starts with a few robot hunters and, as you collect more pieces, ramps up the difficulty until finding those last pieces becomes seriously difficult.

The good and the bad (caveat: I haven't finished the game yet because of the serious difficulty mentioned above):

Procedural generation: I'm a sucker for it, my favourite game genre of all time is roguelikes, and this is roguelike-y in random generation of the islands, the buildings and the enemies.

Stealth: this game is at heart very stealth oriented, inasmuch as even if you do find weapons going in with guns blazing, even on the lower levels, is not a winning strategy. Bullets are scarce, weapons are scarce, and there are way more of the enemy than there is of you. It's entirely possible to play the game without shooting any weapon at all, which I find refreshing.

Graphics: I game on Linux, which okay, I'm already at a disadvantage, and I game with a low-endish business model Thinkpad, which again, problematic, but the game is smooth as anything on my machine and still is graphically nice to look at. Well, "nice" in that the game is simulating a depressing English countryside, so colours are muted and browns, grays, dull greens abound, but that's ok.

Sound: Surprisingly this game is *very* sound oriented. Don't try to play without having your sound on; you'll get clobbered. You'll need to hear the robots approaching -- each type has a distinctive sound -- in order to avoid them. There's an option in the game to turn on an indicator, which puts a little Metal Gear Solid-ish "!", "?" above the robots' heads to gauge how aware they are of you, and this is *invaluable* - at least if you're playing the game without headphones -- but even so you'll have to listen hard to survive.

Repeatability: There are *lots* of options to tune the robots appearances and numbers. I haven't messed with this yet as I want to finish the game on the default, but it's great to have something beyond "Easy, Medium, Hard" for difficulty.

Gender: It's a small thing, but the fact that you can pick your gender is a good one. More games should do this.

Stealth: hey wait, didn't I just put stealth in the "good"? Yeah. But in this game you spend a *lot* of time crouched in reeds or ducking behind buildings while all the while your vitality trickles to zero. This does present a nice amount of tension to the game, but the islands are *big* muthas and finding the pieces without the piece detector is hard enough; trying to find them blind is *really* hard. And when you've spent hours combing an island to find that last piece, while all the while the *hordes* of robots that populate the endgame are shooting you, trapping you in bear traps, running you over with rocket horses, and biting your foot it gets real frustrating real fast.

Sound: I have a mild hearing disability and I don't particularly like games that are super dependent on sound, so I sort of resent the fact that I *have* to have sound turned on in this one. Not sure how it would work without it though.

Items: The primary way one gets ahold of things is by searching buildings for them, and there are a *lot* of junk items you can't actually do anything with. I would love an option to turn off junk items because it's annoying to go to a door and just find bones. You can't do anything with junk -- not even throw it as a distraction -- so I'm not sure why the designers included the junk items in the game at all. As far as I can see, they serve no purpose beyond annoying window dressing.

Buildings: The buildings look great, but you can't go inside them. They exist solely as a cache for (mostly) junk items. The game would be improved greatly if you could enter a building and peek out a window, or have, say, fixed items to heal damage, like beds or something. Instead they're basically giant crates.

I'd say, eh, three and half stars out of five to four stars out of five depending on your tolerance for frustration in the difficult endgame.
Var denna recension hjälpsam? Ja Nej Rolig