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.
User reviews:
Recent:
Mostly Positive (22 reviews) - 77% of the 22 user reviews in the last 30 days are positive.
Overall:
Very Positive (2,715 reviews) - 83% of the 2,715 user reviews for this game are positive.
Release Date: Aug 19, 2013

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Reviews

“Everything about Sir is either silly or scary.”
IGN

“A cold-sweat thrill.”
Polygon

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

About This Game

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.

And it now has multiplayer!

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.
  • NEW! Be hunted with other terrified ladies & gentlemen.

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!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    • Storage: 1 GB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    Recommended:
    • 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
    • Storage: 1 GB available space
    • Sound Card: DirectX 9.0c-compatible, 16-bit
    Minimum:
    • OS: 10.7.5 (Lion)
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Integrated
    • Storage: 1 GB available space
    Recommended:
    • 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
    • Storage: 1 GB available space
    Minimum:
    • 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
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 12.04
    • Processor: QuadCore 2.0 GHz +
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Recent:
Mostly Positive (22 reviews)
Overall:
Very Positive (2,715 reviews)
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2,185 reviews match the filters above ( Very Positive)
Recently Posted
STEALTH MAGICIAN
5.7 hrs
Posted: September 26
Really Good Fun Indie Game
The only thing is its gets quite repetative after playing the game for even something small like 6 hours
What i found fun when playing is that if you have a friend who bought the game as well
you can make a custom server with no robots and do 1v1s
If I had to give you one tip is I'd get this gsme when its on offer down to 2-3 quid
But yes it is very fun to play and i would suggest getting it if you want to just mess around for a few quid
Helpful? Yes No Funny
Flakeyskin
0.5 hrs
Posted: September 23
Stupid British dolls running around with rifles.
Helpful? Yes No Funny
Sain240
1.2 hrs
Posted: September 22
Sneaking in horror.
Finding a gun, and feeling like rambo for 3 seconds.
Running in terror, because now they all are running at you oh god.
Patch self up, find food, try again.

I love this game, and I can't rate it more highly.
Helpful? Yes No Funny
N.W.O
6.0 hrs
Posted: September 22
Every time i would hear the beep from the lock in and searching protocol i would ♥♥♥♥ my pants,crouch and hope they didn't saw me. 10/10 would freeze again
Helpful? Yes No Funny
Mr. Tophat
9.1 hrs
Posted: September 20
Its an awesome game for the price but it falls as the main game can be teedius and it feels like the potentail is wasted sometimes on what is a egg hunt where it could have been allot more effective in a short game of escape as once youve spent over 5 hours in a single save doing the same thing working towards a hard to reach goal you honestly loose all motivation. Still its really fun to start over and over and i really tink it fits the price well.
Helpful? Yes No Funny
Hey it's Ramza
5.9 hrs
Posted: September 20
I do not get it. I think its hard, or I'm bad at it. not sure....
Helpful? Yes No Funny
Simon Cowell
2.4 hrs
Posted: September 16
If you get a bunch of friends together and play this game it is really fun and intense, although its really not fun at all playing without friends. The object of the game is to find all the different pieces of the portal that bring you home. As you scavenge to survive and get weapons to fight off the robots or stealthily avoid them there are other challenges like the horesman that can outrun you anytime and the blimps that can spot you and alert all the robots. It is a great game with friends and a lot of fun.
Helpful? Yes No Funny
E-J (Leen)
4.5 hrs
Posted: September 16
The multiplayer is definitely worth getting it for. It's like a cross between DayZ and Slender where you're making false truces with people and helping collect and deliver stones to a teleporter until the very last few are left.

Then the real death match starts.

Pucker up, keep your rifle loaded and make sure your ♥♥♥ is loaded with tea 'cause when you hear that AI beep you better hope to god you're not visible.

Also, beware the scarecrows...
Helpful? Yes No Funny
Notorious_T_O_M
2.2 hrs
Posted: September 15
If being hunted by Terminators extended family floats your boat then this game is for you
Helpful? Yes No Funny
Randu Hollands
0.2 hrs
Posted: September 12
Sir, You Are Being Hunted is a very fun first-person game, in which you play as a scientist stranded on a chain of islands. The islands are inhibited by a communtity of dangerous, well-armed, and well-dressed humanoid robots, who patrol their lands and will fire on anything outside of their ranks. This game is very fun simply for it's exploration (if you don't want to do the story), and also has very interesting, but also beautiful graphics, that is in a steam-punkish fashion. This game is usually pretty lighthearted, but it can also be legitamitely scary when you are indeed being hunted.

Helpful? Yes No Funny
Most Helpful Reviews  Overall
936 of 1,029 people (91%) found this review helpful
365 people found this review funny
Recommended
13.3 hrs on record
Posted: June 11, 2015
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 was 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 is traveling.

Because of the shack it was patrolling.

I watch the shack and robot from above, as I am stationed on a hill just out of sight. My vitality is hitting the low teens. This shack is my last shot at life; 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. 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 is either my lucky day, or my last. I got within a few decimeters of the door, so close to life once more.

Snap

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 inspect 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 interrupted by a loud click above my head. I look up. I am greeted by the barrel of a large gun, 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 is unsettling, however in the way it is sung, or rather, hummed.

And it sounded oddly robotic.

Edit: Fixed up some grammar and spelling
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970 of 1,095 people (89%) found this review helpful
7 people found this review funny
Not Recommended
8.2 hrs on record
Posted: October 19, 2014
Sir is a game I really want to like, and have enjoyed parts of it, as it has a number of great ideas going for it: the wacky and creepy setting, the committed focus on stealth survival, the great variety of items, environmental biomes, & enemies, and of course, the ambitious randomly generated world. There's a lot to like on paper with Sir, and even once you are in the game some of that potential shines through gloriously.

However, of this never quite comes together in a cohesive whole. The game feels incomplete, and seems to lack some more substance and depth, in terms of gameplay, goals, and story. The AI of the robots ruthlessly hunting you down is actually quite good, but the process of evasion, distriction, fleeing, and/or fighting them quickly becomes tedious and uninteresting; and this interaction is supposed to be the focus of the gameplay! Often times the best strategy is to just sprint around grabbing your objectives and ignoring the thoughful stealthy approach, which should not really be possible, and essentially breaks the way the game is clearly designed to be played. Also, after the initial cutscene, there is next to no story or world development, which is a somewhat bizarre decision, as the setting is one of the most compelling aspects of the game. Where the hell am I, and what is the backstory of these tweed clad robo-gentlemen? Who is my character, and who is this myserious Butler who speaks at the game's beginning? Why are all these houses abandoned? None of your questions will ever even be acknowledged by the game, let aloned answered, which is a major cop-out for an incrediblely unique and interesting set-up. Additionally, the random world generation, while ambitious and great in theory, doesn't always work out well, and leads to really weird and hard to navigate terrain and towns at times, which also helps to undermine alternative playstyles and the believability of these strange islands actually being a real place.

Much of this seems to stem from the sudden jump in development from late Alpha to full release earlier this year; as someone who was supporting the game from almost day one, it seemed somewhat inconsistent with the planned development of the game, and the final product is proof of that. I feel that development dragged on internally, and once a workable build without significant bugs was finished, with enough development bullet points technically checked off, and a decent existing player base, the developers pushed the game out, without actually confirming if the game actually worked like they had intended it to. I hesitate to say it, but I would argue it does not.

If there are any more large updates for Sir to bring some fullness to the package (such as the often promised, but as of yet undelivered exciting competitive/cooperative multiplayer mode), this may still become realized as a great game. And I hope it does because many of the pieces are here, and I would be lying if I said I didn't have good fun with it at times. However I cannot recommend the game in its current and sadly, final state (if the developers are to be believed), and have taken Sir as a lesson in the dangers of supporting overly ambitious early access games, even if the developers are genuine in their intentions.
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488 of 547 people (89%) found this review helpful
3 people found this review funny
Recommended
3.3 hrs on record
Posted: December 16, 2013
You find yourself pinned, your pistol only has three bullets.


You hear those damned voices again. You don't know how many are out there, Just that they will not stop until you are dead.


So what should you do? Run, Try to make a last stand? Could you possibly kill them all, Weaken them?


You take a peek out of the bushes and see them looking through the grove to your right. They are sweeping to area in a counter-clockwise fashion and will soon near you. So you grab a rock and lob it in their general direction, in trying to keep their soulless eyes away from your hiding place.


Success! The rock appears to distract the hunters from your impending ousting. You wait for them to turn their backs to you while they attempt to find the source of the noise.


This is your chance! You decide to take out the first hunter you see and make a break for it. You grip your pistol with both hands and start squeezing on the trigger, raising your weapon up in front of you. The crude sights aiming near the sounds of footsteps and crunching of the grass.


Now! You burst out of the brush and hastily fire off two shots into the back of one of the automatons before veering into the opposite direction of the group.


You hope you sent that ♥♥♥♥♥♥♥ to android hell.


You assume you are southbound but you don't have time to check your compass.


"I'll try to find a path out of this place later, the only thing that matters now is that this direction is away from those monsters."


Inhuman screeching followed by gunshots breaks your train of thought as bullets whiz past you. Your speed doubles and your heart pounds faster than it has even pounded before. You were never a working man, your legs and heart used to feel as if you had just ran a marathon after you went up the stairs.


The fact that you are possibly having a heart attack is the least of your worries right now as a second volley of lead is the more immediate danger.


You make it over a hill and believe you have broken the predators line of sight.


They will catch up soon, think fast! You leap over a fence and sprint towards a nearby ditch. You lie down in an attempt to make yourself less visible and make yourself quieter. You start piling mud on top of yourself to make some impromptu camouflage.


Catching your breath you greedily inhale air for your deprived lungs. You hear voices approach and you slow your breath, hoping that they will ignore you and move past. You hear the wet thumps of metal hitting mud as the pack nears you. Your body tenses up just like the metal demons that are hunting you. You attempt to stay quiet and motionless as they search through the nearby brush searching for you before you finally hear them move on. You lay for what seems to be the longest few minutes of your life before letting out the longest sigh of your life as you reflect on these last few hours and how you nearly died multiple times. The last words you heard before you were deposited on this accursed archipelago echo through your mind.

"Sir, You are being hunted."
Was this review helpful? Yes No Funny
250 of 263 people (95%) found this review helpful
19 people found this review funny
Recommended
9.0 hrs on record
Posted: July 22, 2015
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.
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333 of 369 people (90%) found this review helpful
378 people found this review funny
Recommended
4.6 hrs on record
Posted: June 6, 2015
A nerve-wracking survival experience, guaranteed to make you terrified of robots, the British, and British robots.
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155 of 161 people (96%) found this review helpful
7 people found this review funny
Recommended
1.3 hrs on record
Posted: September 18, 2015
A lot of games benefit from having random or procedural elements, but it never occurred to me to apply those principles to a stealth game. I always thought stealth games needed to be tightly tuned, with carefully-designed levels and sharp AIs on patrol routes and such. Sir is very much a stealth game that benefits from randomness, but not without some significant drawbacks.

Sir drops you into the middle of five randomly-generated islands, each populated by murderous metallic monsieurs out for your human hide. A mysterious device brought you here, and is now scattered into 16 pieces across the archipelago. Each piece must be returned to the standing stones at the center of the center isle if you are to return home. To aid you in your task, there's a whole host of items to scavenge up, some useful, some not. As you find more pieces, the robots step up their efforts, including robo-dogs, scarecrow sentries, hot air balloons, and more monstrous machines to hunt you down.

The robots are the heart of this game, and they are at times terrifying. Sure, they make conspicuous beep-boop noises as you draw near, but once they spot you with that heart-stopping bleep, you're in deep trouble. The 'bots are almost as fast as you, but they have guns and are pretty good shots with them. They're also intelligent about chasing you, following as far as they saw you go and then making educated guesses about where to search from there. Most robot patrol the islands in groups, paying close attention to structures that can be scavenged but following and suspicious leads they find. Other robots mill around the artifacts you need to recover, making sure you have to deal with some of them to get home. Getting caught can spell disaster if you can't get away fast enough, or if they plug you with a lucky shot that leaves you bleeding out.

You have two important numbers to keep track of, Health and Vitality. Either one bottoms out, you're done. Health regens slowly unless you've been shot, in which case you need to bandage yourself up using an item. Vitality drains over time with activity, and must be restored with food. And THAT means risking patrols to sneak into abandoned villages and churches to loot. You can't enter any structure in the game; the doors to buildings serve as loot containers. It's a bit of a blow to immersion and options for hiding, but other than that the loot system is solid. You have limited space to store weapons and traps, food and bandages, and any other interesting odds and ends you find. It's up to you to figure out what use some items have, which adds an element of mystery and experimentation to the game.

You can only save at the standing stones or the boats to other islands, so you really have to think twice about risky moves. Stealth in this game is tricky... it seems more based on proximity than action, and the robots are good about looking over their shoulders. Proper sneaking takes a long time given the distances, and waiting for patrols to move on is the safest but most time-consuming route. I'm still learning how to deal with them, but honestly I've been able to run by and grab a few artifacts right in front of them without being murdered. Getting caught can be frustrating though, given how hard the robots are to lose. You can fight back if you find weapons, but combat is not a focus and can be pretty fiddly. And in terms of navigation, you have a compass that marks the boats, but if you want to get any additional use out of it you have to find a map and mark it up yourself with points of interest.

Is it a good game? Yes, but one you have to put time into. Finding 16 fragments across 5 islands is going to take time, even moreso if you play the stealth game right, scavenge diligently, and use your map to the fullest. The randomization keeps the game fresh but can lead to situations where you're trapped between patrols for extended periods or find artifacts in nigh-impossible locations. It's not a particularly attractive game either, with some low-poly models and muddy textures. But if you can settle into it and give it some time, it'll keep you busy for a good long while.
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202 of 224 people (90%) found this review helpful
55 people found this review funny
Recommended
51.4 hrs on record
Posted: December 30, 2014
Far between are the times I am completely engulfed in a game these days. More often I play something for a few hours and then I tire, or remember something else I should be doing. Perhaps games have simply lost it's magic for me, doing what I do for a living. Or, more likely, I am old, jaded and I can't really be bothered anymore. With that said, when it does happen, I do make a point of giving a shout out:

Sir, You are being hunted is wonderfully moody, brilliantly paced and time-wastingly-but-I-don't-care immersive!
If the idea of sneaking through an english-ish/moor-ish landscape in a tweed jacket, and every now and then stumble into a small village where you can loot for tea and biscuits or sitting by the coast while gobbling down a bottle of whiskey to restore your health (Pay attention, kids. A lesson for life right there!), all the while avoiding posh, tophat wearing, cigar smoking robots appeals to you, I whole-heartedly recomend it.

If that doesnt appeal to you, I'd say give it a try anyway. Because clearly there is something wrong with you and maybe this game can make you right.

Open world, procedually generated, sneaking mixed with looting and survival. And oh, so moody!
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134 of 141 people (95%) found this review helpful
18 people found this review funny
Recommended
5.1 hrs on record
Posted: March 13, 2015
This game provides a good challenge to those that enjoy a methodical and patient approach to solving a problem. The problem in this case is gathering 15 parts of a device that will allow you to escape the archipelago of death you're currently stranded on.

It all starts swimmingly well with the first piece right next to you but the closer you get to victory, the more persistent and diabolical the automate that besets you becomes. For you are not just being hunted, it seems like the whole of the species is in season and you're the only one left in the vicinity so other than the supplies you can scavenge, you are very much alone against what at first seem insurmountable odds.

It's not so bad after some practice but it takes the patient and persistent sort. If that's you then you are in for a treat. Enjoy.

ADDENDUM: MULTIPLAYER IS HERE... taste old british steel up your ♥♥♥♥ in fine co-op style! Don't forget the Scones!
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388 of 477 people (81%) found this review helpful
4 people found this review funny
Not Recommended
21.0 hrs on record
Posted: November 19, 2014
The game is now out of Alpha, which means the developers are considering it more or less finished. In the past I made it clear how disappointed I was with how the game was turning out, and now I'd like to step back and review the game, the developers, and the history of both in their entirety.

The game taken completely by itself, with no consideration of the developers or the Alpha development phase, I feel is a decent but flawed stealth shooter. There's some fun to be had in sneaking around in the tall grass, but nearly every other aspect of the game has something wrong with it.

Exploring is flawed in that there are far too many "dead zones" with nothing interactive in them.

Looting is flawed in that nearly all loot is gotten from largely non-interactive buildings, as enemies rarely have valuable things to offer when defeated. This is also a flaw of combat, since the lack of valuable items means there is very little reward for winning a gunfight.

Combat is also not exceptionally fun because it doesn't have much gravity. Bleeding can be cured with a single button, health regenerates, and most enemies are weak and easily evaded or defeated.

Music doesn't appear to play a large role in the game. I recall hearing an opening theme, which was interesting, but not memorable.

Graphically, the game has a lot of heart, which I appreciate, but at the same time it's got a very dated, rushed look. Most objects have bland, flat textures and barely react graphically to light. Even the guns looks like they're made of matte plastic, not wood and steel.

The rushed look is present in other elements of the game as well, such as the user interface, which lacks key features like a quick option to discard something (there's no discard button, there's no dragging the item off the inventory screen, there's no icon to drag over, just a context menu opened with M2) or the ability to stack similar items (bullets cannot be stacked once separated, be careful with your rifle ammo).

Animations look sped up and choppy, though this may be on purpose for the robots. There are no reload animations, instead the character lowers his guns offscreen and reload sounds are played.

And finally, the AI is not exceptionally good at tracking you. Even the searchlight, which can see you even when you're perfectly hidden, will forget where you are if you're near a building.

Overall, I'd say it's worth a play if you could pick it up on sale, but it's certainly not worth $20, not for this level of roughness around the edges.

Now, taking into consideration this game had an alpha stage in which quite a bit of money was raised for its complete development, and that there are multiple developers who have had years to fine-tune and polish the game, the overall image becomes considerably less positive. Instead of appearing to be due to time delays or personal problems, the lacking aspects appear to be due to developer inexperience or possibly even laziness.

It has been made clear to me that the developers are a team of ten or so people with decent but not exceptional talent in making games. It has also been made clear that funding was a large concern for them during development. However, a similarly sized team with inconsistent funding and only two experienced game designers was responsible for the creation of GoldenEye 64, which was lauded as one of the greatest first-person shooter games of all time and maintains that status even now (96 on Metacritic, compared to this game's 63). If a team with similar resources and worse technology can make something so memorable, the only thing keeping the developers of SYABH from doing the same is the developers themselves.

It's an unpleasant but well-known fact that game developers who are paid for their work ahead of time can be known to cut corners or even abandon projects at a whim. KickStarter and IndieGogo are rife with such half-finished and abandoned projects. This game, while at the very least playable and somewhat enjoyable, is certainly not finished, and definitely should not have been released from alpha in its current state.

And this doesn't even take into account the fact that many of the lacking features were requested by the community, but outright ignored by the developers during the alpha phase. One of the most requested features was interactive buildings, even something as simple as a 3d door that opened when interacted with. All of these were labeled "too difficult to implement" by the developers and ignored.

This reveals much of their mentality during development. Even during the alpha stage, they'd already decided what the scope of game would be like. Implying that the community had any say in the matter was at best misleading and at worst outright lying. Furthermore, since they already had the finshed project in mind, releasing the game from alpha stage is a sign that they consider that pre-defined scope nearly reached. The fact that they're currently working on additions that do not expand gameplay, such as bugfixes for already implemented features and controller support, seems to enforce this conclusion.

I bought this game when it was on sale during its alpha phase and followed the development for quite some time before it became apparent to me that these developers were not going to produce a finished game. It appears instead they've opted to produce the bare minimum according to their own standards and not the community's. I'll say again, this game has heart, but it just doesn't have enough life in it currently for me to recommend it

And unfortunately, it looks like it never will.
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931 of 1,194 people (78%) found this review helpful
2 people found this review funny
Not Recommended
5.1 hrs on record
Posted: May 4, 2014
It turns out that a field of grass isn't a very interesting place to hide.

Although Sir, You Are Being Hunted bills itself as a stealth game, in reality you will spend most of your time avoiding your robotic foes altogether as you trudge over empty hills in search of the macguffins you need to escape the islands.

This is no accident: interaction has been designed out of the game in several ways.

Foremost is the lack of any player motivation to approach the robots (save for those which guard each macguffin – more on that later). The best the game musters is its hunger system, which encourages scavenging the abandoned settlements where robots are more likely to patrol. Alas, early on in my game I shot and cooked two rabbits. This simple task, plus occasional visits to unguarded buildings, led to me finishing the game with enough rabbit in my trousers to feed a poorhouse.

The wide open terrain also works against interaction by giving the player too much information and too many choices. There is always plenty of warning of approaching bots, and there is always more than enough space to hide in until they pass. When the player is spotted, running and hiding in the open are both farces.

The game compounds all of this with a thinly-spread checkpoint save system, punishing experimentation and killing curiosity. Developers: please stop doing this.

With the player relegated to an observer it’s just as well that the bots are fun to watch. Pathfinding AI is robust, with sensible group dynamics, and the designs are imaginative and distinctive riffs on various aristocratic stereotypes.

Procedural island generation is also reliable. Yet despite each biome having one special feature (Castle and Industrial, added later in development, shine in this regard) they otherwise all merge into one brown lump. The slightly different items sprinkled on top aren’t enough to create anything memorable and it doesn’t help that they offer no apparent variation in robot behaviour, type or numbers.

Which brings me to the subject of pacing. Here it is in one sentence: the more macguffins you collect, the more robots there are. You will otherwise finish the game in the same way you started: avoiding bands of robots until you find a macguffin, then killing or distracting the two (always two!) low-level robots guarding it, then scurrying back to the nearest checkpoint while again avoiding all contact with anything.

The letters scattered about try to hang a wider narrative on these bones, but they are so rare that multiple play-throughs are required to join any dots together – and that is not a prospect I relish.
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