The Red Solstice is a tactical 8 player co-op survival game set in the distant future on Mars. Join the fight and lead your customized squad as you roam freely over huge maps, completing random objectives and dealing with random events. The goal is to strategize, survive and conquer by any means necessary.
User reviews: Very Positive (371 reviews)
Release Date: Jul 10, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As a small team, Early Access is a great way for us to... well... get the game into your hands early! We'll be able to get important gameplay feedback to make sure it's as fun as it can be, and at the same time polish any rough edges, add much more content, and get the game ready for final launch!”

How long will this game be in Early Access?

“It will be in Early Access until we're ready to release it. We're anticipating at least a few months.”

How is the full version planned to differ from the Early Access version?

“The full version will have much more content, more skills, additional missions, new monsters, etc. We also expect to get further feedback during Early Access that will help us determine what you want to see in the final game.”

What is the current state of the Early Access version?

“Intel HD Graphics - NOT SUPPORTED
Single-player mode is not yet available in Early Access, but will be added for the final launch.

Stability and bugs: There are some rough edges and the game may crash on occasion. However, it's already very playable thanks to early alpha testing, and we're absolutely looking for your feedback to make sure it's as good as it can be. We're very passionate and will be online pretty much 24/7 to gather any concerns or bug reports you have, in order to fix the problems and update the game as quickly as possible.

Gameplay content: There are several different game modes available already to keep you entertained. Most of the skills are done, and we're working on adding more throughout Early Access. You can advance through the full 25 ranks in each of the 8 playable classes, though there's still more work to be done on each class. If story is your thing, there are two primary mission storylines with four missions each, along with numerous bosses and lots of enemies. Most of the weapons and powerups have also been implemented. Needless to say, we feel there's already a lot of content to enjoy!

We really love this game and are/will do anything that's necessary for our Early Access and -- eventually -- the full launch to be a success.

If you have any questions, suggestions on bugs, please do report. :)

Currently in early access you can advance your character, play multiplayer game in sessions with all 8 classes and try to survive for 1h in random encounters.”

Will the game be priced differently during and after Early Access?

“We are offering some great discounts and bundles during Early Access, so by purchasing early you're definitely getting a great deal. The price will be higher at launch.”

How are you planning on involving the Community in your development process?

“We're looking for YOU to provide as much feedback and bug reports as you can! We want The Red Solstice to be one of the best co-op/multiplayer games on Steam, and we'll need YOUR help to get it there. Feel free to ask us any questions on the Steam forums, our Facebook page, Twitter or wherever else you want. We'll also schedule frequent play sessions and special events with the development team, so keep your eye out!”
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Recommended By Curators

"Sci-fi action-terror with 8-player co-op... Need I say more? Okay, fine. It really doesn't get much more intense than playing TRS with a good team."

Recent updates View all (14)

October 22

Update 2.40 is here!

It's been some time since we have done an official blog post about what's been happening with the game. We're all working 110 percent, trying to polish everything we've prepared for the Horrors of Mars update that's coming up next week, so again we end up putting everything else off.

There has been a testers version update on Friday showcasing some of the stuff we are doing, and today, in big part thanks to your feedback, we feel we have done enough fixing to release some of the changes as an official update.

As announced, there have been further changes to netcode and movement algorithms, making characters move a bit more precisely over systems with high latency times. Also included in the testers version was the new netcode responsible for engaging and disengaging weapons fire. New system is taking into account the latency between host and client, so characters should start and stop firing at the same time on both system, greatly reducing the issue where client has begun firing, but dealt no damage until host received the "I started firing" packet.

Similar system is being implemented for all skills and is expected to be ready for next week's update.

We have also managed to reintroduce ping display in game lobby, so you should be able to determine if you'll be able to play on a particular host without having to start the game.
Since steam needs to open a channel for peer to peer communication before ping packets can be exchanged, it takes a few moments before values start appearing.

Textures have been converted to a new format that is a bit larger but much faster to load, so loading times should be noticeably improved.

Further optimizations have been introduced to the graphics engine. On our machines we are seeing about 10 FPS increase.

language game files have been changed as a part of the work we're doing on the text renderer, preparing for better localization options in the future. This change should not impact the game in any way at this point.

Some additional deep nested bugs in the system have been found and eliminated, so we hope white screen issues have been resolved.

Controls system has been reworked to enable mapping up to three buttons for one action. As a result of that change, you'll need to reset or remap all your controls in the options menu.

Descriptions for skills, components etc. have been updated to represent real in game values. Please note that, no changes in that area except for purely visual ones have been made. Nothing has been really buffed or nerfed just some wrong values have been fixed.

Followers will no longer stand idle until a player finds them. They will defend themselves by shooting at the monsters attacking them.

Additional smaller tweaks include:
glow being properly disabled if turned off in options menu,
turrets are properly activated when a mission is finished,
added class icons in party info,
orbital beacon will not call down shiva when used,
reload icon will not be displayed if character is invisible when he enters APC,
fixed STROL counter,
no more double evacs,
followers will no longer stand idle, they will shoot until player finds them.

1 comments Read more

October 17

Horrors of Mars - INTEL UPDATE #2

Ripjaw, Akhlys, Oni...

Our intel has discovered a new creature, we don't know yet what to make out of it.

It's sneaky, it attacks fast, it disappears fast, and it acts like it's the king of other nearby creatures forcing them to flee in fear.

His main goal is to isolate a team member before dragging him away to kill him or use him for something even worse. We've never discovered what happened to our missing members.

Their comms got blocked and the only thing we found were the blood traces. Perhaps there is something more to it.. a nest of some sort? Perhaps it's using it for incubation?

There's only one thing we know. Each time this creature attacked we felt utterly helpless and each time it took one more team member with it... dragged into darkness to never be seen again.

4 comments Read more
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About This Game

The Red Solstice is a tactical, 8-player, co-op survival game set in the distant future on Mars.

One game session can last up to one hour, during which players can roam freely over huge maps, completing randomized objectives and dealing with random events.
The goal is to try to survive and conquer by any means necessary. Get stronger every time. Level up to unlock new weapons and abilities. Try to survive the storm.

Key features

  • Take the Lead: Issue commands and set waypoints and objectives for your friends as you outsmart and outgun your way through the derelict domiciles of Tharsis.
  • Play Your Way, Together: With support for 8-player co-op, play as one of 8 distinct, customizable classes. Each with unique abilities and traits.
  • Odd Jobs: Tackle an onslaught of randomly generated events with just one hour to make your mark. From zone defense to supply retrieval, you’re never short of enemies to kill and objectives to complete.
  • Earn and Learn: Kill to earn experience points and unlock new abilities and classes. Heal allies, deploy turrets, launch grenades, set traps and much, much more.
  • Game NOT Over, Man: Killing ain’t easy. Drive back untold Martian horrors in multiple modes, maps and difficulties and get stronger every time. Even if you perish.

NOTICE: It's still Early Access and there are some rough edges and known issues with Windows XP & Intel HD graphics!

System Requirements

    • OS: Windows 7 or Later
    • Processor: Intel Core i5-2320 CPU @ 3.00 Ghz or Better
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 3800 / Nvidia GeForce 9600 GT or Better
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • Sound Card: A Fine High Definition Audio Device Never Hurt Anyone
    • Additional Notes: OpenGL / OpenAL
Helpful customer reviews
1 of 1 people (100%) found this review helpful
2.7 hrs on record
Early Access Review
I picked up my rifle and stepped out of the dropship into the dark unknown, my boots caked in red dust and dried blood. The corpses of the team sent here before us were strewn all over the area. I could already tell, this was going to be a long mission.

If it’s not demons plaguing your usual trip to the Red Planet, then it must be aliens. Welcome to The Red Solstice, a Steam Early Access title developed by Ironward and published by Nkidu Games, Inc. The Red Solstice is a tactical top-down action shooter with an emphasis on teamwork and survival. The general story revolves around you and your team of space marines exploring what remains of human civilization on Mars after a massive storm (named the “Red Solstice”) has nearly wiped out all power and communications on the planet. At the same time, a large collection of alien lifeforms have emerged seeking to kill everything they see. Graphically, it seemed okay. The art design depicted a very dark and gritty sci-fi world, which I liked. What annoyed me slightly was just dark some of the levels were, though. At times, it became slightly difficult to see where exactly I was going. On another note, the various types of aliens you fight looked pretty cool. My main concern though, lies once again in the controls, namely, the camera.

In Red Solstice, the camera has a bad habit of not following your player at all, meaning you have to not only constantly direct your character on where to go, but you also need to manage keeping the camera on them at all times. Combine that with the fact that you and your allies will be getting attacked constantly by enemies, and things can get hectic pretty quickly. To make matters worse, the camera isn’t locked to the application’s window. So, if you happen to be playing in windowed mode (like I was), and your cursor happens to drift outside of the game for a second or two by accident, the camera will end up showing you what’s going on about five miles to your left instead of what’s currently gnawing your kneecaps off.

Multiplayer has some interesting class choices, ranging from your standard assault troopers with machine guns, to people who go around wielding flamethrowers, looking to make a quick barbeque dinner out of their enemies. It also seems to contain its own separate campaign missions, which is pretty cool.

At the time of writing, there are seven available game modes. Hardcore Mode spawns boss monsters randomly with each wave, and you gain a bit more XP with each kill. The Primary and Secondary Missions modes are the story missions for multiplayer. Fast Mode makes all of the enemies significantly faster, though slightly weaker. Red Storm mode reduces your armor over time, and you’re noticeably slower when not inside buildings. You also take more damage from bullets while inside buildings. You do get a nice chunk of extra XP for your trouble, though. With Swarm mode, you get a bit of zombie apocalypse thrown in with your alien infestation, as there are a LOT more zombies. Thankfully, they’re also slightly weaker than normal. Finally, there is the currently being worked on “Bunker” mode, where players must protect some sort of object known as the Orbital Beacon. There are two other modes, but they are currently greyed out, so I assume they’re not ready yet. For the sake of trying to explain what they might be, I’m just going to go off of what they’re described as in-game. “Random Waves” mode features “completely randomized waves based on pre-defined types of wave groups,” and “Point Capture” mode involves the players capturing a series of points inside the map by defending the points from oncoming waves of enemies.

There is also a nice levelling system implemented, with there being a maximum of 25 achievable ranks, complete with unlockable weapons and perks. As you gain higher ranks, the stats of your character also increase over time. Weapons are pretty standard as well for a sci-fi game. Machine guns, energy pulse rifles, flamethrowers, shotguns, grenade launchers. Nothing too out of the ordinary. You can also add small, but balanced power-ups to your characters fully customizable load-out, which allow you to do things like reload your weapon faster, make your armor stronger, or do more damage. On top of everything, the game also seems to hold future promises of a singleplayer campaign, which I think could be pretty interesting.

As for the sound, much like the graphics, there isn’t much to say. Guns go bang, aliens screech and growl. It’s all pretty standard stuff. The voice acting was also pretty average. One very minor complaint here, adjusting the volume levels in the settings seemed a little weird. You don’t actually hear any changes you make until AFTER you’ve saved and left the menu.

Personally, I found this game to be a little too run-of-the-mill for me. It’s by no means a bad game, but right now there really isn’t anything to it that makes it stand out from anything else to me. But, if this looks like a game you would be interested in, then by all means check it out. The Red Solstice is currently available for purchase on Steam for $19.99.
Posted: October 15
Was this review helpful? Yes No
1 of 1 people (100%) found this review helpful
8.3 hrs on record
Early Access Review
I want to tell you guys this game is a good one, which it is there's no bugs that I've seen yet. It's challenging and it reminds me of Night of the dead from Warcraft 3 custom games, but I wish it would be more like swat aftermath :( anyway I am writing this review mainly to tell you that its dead there's usually around 3 people online now a days.. so buy at your own risk.
Posted: October 14
Was this review helpful? Yes No
0 of 1 people (0%) found this review helpful
34.1 hrs on record
Early Access Review
♥♥♥♥♥es be cray if they don't get this game
Posted: October 20
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0 of 3 people (0%) found this review helpful
7.4 hrs on record
Early Access Review
is liek warcraft 3 night to living ded map
i give best rating
because it remind me of best game ever created by man.
why no one make warcraft 4
why develop sc2
u have done crime

you will pay
Posted: September 25
Was this review helpful? Yes No
18.5 hrs on record
Early Access Review
I haven't gotten very far into this game yet but so far I'm thoroughly enjoying myself. Anybody familiar with SOE's game Infantry will become a fan of The Red Solstice. For Beta it's looking pretty good, there's a lot of minor quirks that make the overall playing experience just shy of otherworldly. I'm looking forward to a defining game when it's complete.
Posted: October 18
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291.9 hrs on record
Early Access Review
Great game requiring teamwork to beat.

Good: Challenging. Devs are making progress and fixing bugs as reported.

Bad: No in game voice chat forces use of teamspeak. Small community.
Posted: October 12
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8.8 hrs on record
Early Access Review
Just like those dawn of the dead mods from warcraft 3.
Posted: October 12
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13.2 hrs on record
Early Access Review
This game is very promissing and could develop to a realy nice team-play game. Still it is an alpha and because of that it kind of lacks people who play it sometimes. So it might be difficult to find a game with a good ping. However, i would recommend playing it and helping the devs to improve the game further and hope that the player base grows.
Posted: October 4
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338 of 363 people (93%) found this review helpful
471.9 hrs on record
Early Access Review
I'll skip the stuff about it beeing 8 player coop and sooo on and start talking about the stuff that might not be mentioned as often in short reviews:
The game offers multiple difficulties.. however the base difficulty is intended to be rather challenging for Players.
Which is definitly a good thing since it's all about improving your own skill and after many defeats rewarding yourself with your very first win... somewhat darksouls-esque..
So far there's a total of 8 classes and depending on what the player wishes to accomplish every class has one or more distinctive roles.(Tank, Healer, DmgDealer,Scout....)
List of the Classes:
Demolitioner,Medic, Hellfire(aka.Firebat), Marksman, Terminator, Recon, Assault, Heavy Support
There are different ranks and medals you can unlock. However, while the high ranked players get stat bonuses and unlock new skills as reward, it's still very balanced:
(stats of max Rank 25 player are probably 1.3-1.8 times as high as the stats of Rank 1 player)

You unlock boosters which are very similar to perks known from games like CoD4-6 increasing stats like ms, HP, Armor, XP... You can choose 3 Boosters per Game Session.
GameContentAmount >>> Randomness >>> Replayability:

Each Class has a variety of modules
(which if you pick them for a game each unlock 1 or multiple passive or active skills)

There is also a variety of weapons(which not only have different dmg stats but also different purposes e.g.
light weapons that reduce enemy armor vs. Heavy weapons with high Dmg output vs. explosive weapons vs. weapons with aoe dmg but limited range of usage or high ammo consumption/cooldown)
Some Weapons can use Multiple Ammotypes(HollowPoint vs Piercing)
Further one can also use the environment as weapon-> throwing explosive fuel Barrels or blowing up Toxic and Radioactive Canisters or Bombs planted by Insurgents.

Damage Types:
There is a number of Dmg Types
HollowPoint; Piercing; Fire; Toxic; Energy; Explosive;
each and every one has their pros and cons, since some Zombies
and Bosses have certain resistances towards specific Dmg Types

They are randomized to a somewhat high extend they may take place in different locations and feature different enemies and objectives e.g.: Defusing Bombs, stopping a Nuclear Meltdown, Hunting/Capturing Creatures and so on.

Besides the Main storyline theres a Number of additional gamemodes and modifiers you can mix them just the way you want it giving you control over difficulty and Playstyle of a GameSession:

-Bunkermode(You're being Supplied with resource and have to protect a beacon)

-Red Storm(When You're outside of buildings your armor gets depleted and you move slower unless the storm stops for a brief time giving you the chance to safely change location to another building)

-Swarm(Creatures Have less HP but there's a whole lot more of them coming towards you)

-Hardcore(Additional Random Spawns of Bosses and Special Creeps/Events)
Stuff I did not mention in this review: Random Environment Settings/Maps

All these factors provide a huge range of possibilities ensuring very high level of replayability. The Customisation options offer a level of control to the Gameplay, ultimatly providing a high level of balance resulting in hours of fun.

Ofcourse I am biased nevertheless everybody looking for a challenge or just for some coop action should give the game a try( you check out the official website for a demo version).. but watch out if you manage to survive the first hour you might already be hooked ;-)
Posted: July 3
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208 of 257 people (81%) found this review helpful
279.0 hrs on record
Early Access Review
Perfect game for fans of old Warcraft 3\Starcraft 2 NotD style maps.
Posted: May 20
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83 of 99 people (84%) found this review helpful
22.0 hrs on record
Early Access Review
I got involved with TRS after seeing it on Kickstarter and downloading the demo. I was vaguely familiar with the Blizzard mod (Night of the Dead) that it was based on but haven't really played anything like it since. That's because there hasn't been anything like it since! The Red Solstice is a hard as balls co-op survival game that is perfect for Steamworks and I'm happy to be helping Ironward launch it on Early Access and grow the community as the game heads toward a full release. Move it, marine!
Posted: July 9
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61 of 74 people (82%) found this review helpful
23.3 hrs on record
Early Access Review
I played The Red Solstice a lot during the alpha test, and wrote up an alpha hands-on that explains why I like this game. Here is the link just in case anyone might find it useful since much of it still applies to the early access test:

What was great about the game then is still great now, and things will improve over time during the early access test. TRS is a challenging co-op game that pulls no punches. You will die a lot, and it can be frustrating. But, at the same time, it can extremely satisfying when your team pulls off a successful run. Not for the faint of heart or easily frustrated, but highly recommended if you like hectic co-op isometric tactical shooters.

In addition, there is a lot of tactical depth to the game that isn't apparent at first glance. Having eight classes, each with their own skills, means that team composition can vary widely and be tailored to the strategy. Faster marines for highly mobile teams and scouting, or slow but heavily armed marines for hunkering down. Each class shares a global XP rank that benefits all classes, but then has its own XP rank for just that class. This means that specializing can really pay off in the long run.

In game there is a large number of items that can be found and used (mines, turrets, medical supplies, ammo, tac-nukes, and so on), and proper use of these can also greatly affect the tactics.

All in all, a very exciting nail-biting game. The early access build is not without some glitches, and it is missing a lot of content, SO KEEP THAT IN MIND before purcahsing the game right now. Nonetheless I am very much enjoying the game just as much as I did during the alpha.
Posted: July 9
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42 of 58 people (72%) found this review helpful
18.5 hrs on record
Early Access Review
One of the best tactical shooter games on steam, and it's still in alpha. The scope for different strategies is massive, think alien swarm; but with more players, more classes, more weapons/drops and far more interactive maps. As of now I have only played the survival mode but am already hooked. The Devs are also ridiculously dedicated, and responded to questions asked (on the day of release of all times!) immediatly. It is a game which will most likely grow to have a brilliant, friendly community like other stratgey based games. Couldn't recommend it enough.
Posted: July 10
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28 of 35 people (80%) found this review helpful
209.5 hrs on record
Early Access Review
What is there to say about The Red Solstice...
It's an early access, kickstarter game, birthed from Starcraft and Warcraft mods, NOTD or Night Of The Dead. It's a top down, action based, strategy, horror, survival game, where you control a single soldier, in a group of 1-8 players fighting against waves of monstrous AI controlled enemies. It's being built by a small team in Croatia who are working diligently towards their project over the past few years. A month or so ago, the game's “early access” beta release was made public and was met with mixed reviews. The game was extremely buggy, crashing frequently, lacked content and was poorly balanced. Over the past month of playing some of these issues have been fixed, making it a reasonably playable game. That being said, this game is far from perfect and still needs a lot of work.

As of the time of this review, some-to-most of the bugs have been smoothed out. It's been a long and tedious road of waiting out the fixes, but the game seems to crash much less frequently lately. Though the developer was quoted in saying “the net-code is perfect,” disconnects and crashes still happen from time to time, often at teeth grinding moments. These crashes come at a loss of precious experience, which following many 'balancing changes' has become more difficult to accumulate.

The game balancing has been getting tweaked every week to make it increasingly difficult for the average player. Without a solid team, with each player having individually invested over 100+ hours, the chance of survival is very low. The learning curve in the game is already steep, developing 'run away skills' and learning from tactical errors (death), it's hard to not believe that the developers want this game to be as difficult as possible. As of official patch 1.94 the news release title is “Now Dying Has Just Become Even More Fun,” which though it sounds like an oxy♥♥♥♥♥, describes the way the developers want the game to be played. The difficulty rankings have four stages from an easy mode for new players and the soldier mode for everyone else, to bleeding edge veteran and unplayable hard mode. (The last patch raised the difficulty on soldier, so I can't say just how reasonable the veteran mode is.) Other small tweaks have also been continuously implemented such as making followers too slow to keep up when the heat of battle is on, preventing anyone but leadership characters from using several key items, upgrading health and damage of enemies while decreasing damage output of players, and many others. These tweaks gear the player towards a singular path of gameplay that the development team have in mind, which begins to limit feasible gameplay options.

The amount of content in the game so far is extremely limited, but with a lot of potential. So far there is no single-player mode outside of a Tutorial, so the majority of gameplay is multi-player focused. There are other game options that are not available at this time, like single player and mission mode, but there is little information about them and they are far from being released. This being said, there are only two game modes available right now on two maps: defend the bunker, and survival mode. There are options to add lengthy primary and miniature secondary missions, fast mode that speeds up waves, nightmare mode that brings in bosses every round and others. Each of which change the game mechanics slightly and offer potentially greater rewards per option choice. There are also a hand full of characters including a grunt like assault class, a sniper marksman, medic, demolition and others. They are all unique and have their own perks and uses, though some of the perks are broken, missing, or just completely useless. Many players will kick you out of their game lobbies if they find that your build isn't what they want, or you might find yourself being ridiculed in game for a small mistake made, whether you knew what you were doing was wrong or not. This mentality of “my house, my rules” has created a small player base, and has limited game type availability.

I really do mean the player base is small. Following many patches that made the game more difficult and the amount of frustrating and game-breaking bugs, the majority of the player base have either moved on or decided that they will wait for the game to come closer towards a fully realized project. What is left has been described as an unruly class system of elite veteran players who stuck out the storm and are worn around the edges, and newer players who the elites seem to clash with. This isn't to say that a new player can't find supportive team mates, but there is a lot of discrimination, misinformation, poor sports and 'know-it-all' types that start verbal confrontations on both forums and in-game. It's a mixed bag of chips, but nothing that an experienced game-player wouldn't expect. This being said, because the community is so small at 60-150 players online at a time, be ready to run into the same people over and over again. That obnoxious guy that you fought with in the forums will inevitably end up in one of your games, and he has explosives in his inventory, so be aware!

Though this game lacks much needed fluidity and polish, I personally enjoy the game. I've put in over 200 hours at the time of this review and plan on putting in more. I can't say that I will dedicate as much time though, as the game's content has run dry for me and I find myself at times fearing retribution from the developers from writing a disagreeing statement in the Steam forums and for this sour review. As a new player, online guides are available, and there are helpful players but I wouldn't bother putting in the time if you don't already know all of the frustrations of what an early access game with an disgruntled community is. I would love to recommend this game to my friends and get them engaged. It would be great to bring in new players and breathe some new life into this game. It would be great... but I can't do that. Not at 20 dollars. Not with the community as angry as it is at the questionable changes being made. Not with the lack of content. This game has promise, let's wait and see what happens.


Due to some of the comments left here, RESPECTFULLY, please don't comment here if you intend to start a flame war, slander me, or if you haven't fully read the review and have nothing constructive to say. This is a review from the perspective of myself and the people that I play with. This review was carefully written and I stand by everything I've put in the review. That being said, obviously it doesn't represent the developers or friends of the developers, so please keep that in mind. If you don't agree with what I've said here, that's perfectly fine! I'm glad that you have a differing opinion! Feel free to play the game yourself and write your own review and feel free to state whatever you like! If you don't think what I've said here is accurate and is misleading, feel free to also check the 'unhelpful button,' if it doesn't help you! This review was written because The people I've played with selected me to voice the state of the game.

Please, lets not continue the negative and often pointless banter that has been so prevalent on the forums here.
Posted: August 23
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15 of 19 people (79%) found this review helpful
362.9 hrs on record
Early Access Review
Really fun co-op game to play with lots of friends
This game requires a good teamwork to survive longer
It feels like Dark Souls Co-Op Marine Edition
So be prepared to die many times
I never played NotD at WC3/SC2 before but I'm totally hooked on TRS now!

Despite still an early access game
It is so fun til I played this game 10 hours a day since bought it
Few minor crashes here and there but not so often
Sometimes unable to complete the interaction with stuff so need to do it again

Few tips for potential marines:
- Play the prologue first to learn the basics
- Don't focus too much on opening lockers
- Don't enable auto-aim all the time
- Stick to team
- Always ask whenever in doubt
- Don't shoot boss with normal weapons
- Don't use explosive weapon/device on teammates
- Only shoot when the mobs are close to you/your teammates
- Don't hog all ammo/medical stuff/weapon upgrades

Posted: July 16
Was this review helpful? Yes No
10 of 11 people (91%) found this review helpful
161.9 hrs on record
Early Access Review
Let me tell you something straightaway: you're going to die, no two ways about it; either it'll be some jackaloon in your squad with an itchy trigger finger and a grenade launcher, or it'll be a bio-engineered thunderbeast from the seventieth dimension of Hentai Mountain using its tentacles on you in ways it's best not to describe in polite company. Your death is more or less inevitable.

The question is: How are you going to face that death?

Crying like a coward and blaming your teammates for leaving you stranded in a distant corner because you wanted that shiny little +5% to weapon damage, the legion of GWAR fans on your tail be damned?

Laughing at the ludicrous nature of the spiky-humpbeast which is making your backside its domain?

Screaming bloody murder as you drop a SHIVA TacNuke device on your now overrun position?

Staring in mute amazement, your head ripped clean off and sailing through the air, as that jackass whose been surviving alone the entire game activates the Evac and then gets there first, spawning wave after wave of the gigantic 'hatchlings' which have just de-crowned you?

Sobbing deeply and sadly as your small, insignificant life snuffed out before it even began, kicked at random by lobby host after lobby host for no reason other than the fact that they like skulls and your name had one next to it?

You will die, it's as simple and indifferent as that. But how you face that death? That choice is yours.

1/10 Team AI sucks.
11/10 Rock and Roll Music when bad things are happening.
5/10 "Easy" is just a codeword for 'slightly (1%) less tentacles'
10/10 Getting into an Evac before the entire team and being the only one to survive, Would do again.
0/10 Lack of mustaches on Marines.
Posted: July 22
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12 of 15 people (80%) found this review helpful
3.6 hrs on record
Early Access Review
Genre - Co-op Squad based survival
On paper this game sounds great to me. You are part of a squad of marines have to complete missions and protect each other from alien hordes. There are different classes with their own perks and unlocks as you play through the game. However, it doesn't quite work at the moment. The objectives are not clear and a lot of players tend to play bunker, which seems to involve staying in one place and killing endless swarms of aliens. When you do get into fighting the inventory is difficult to navigate and it is not clear what the stuff does. The shooting seems to just involve selecting auto aim and reloading when needed. Really wish I had invested in another early access game as think there is too much that needs changing here to make this game enjoyable, although I could be wrong...please prove me wrong developers!
Posted: September 12
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15 of 23 people (65%) found this review helpful
3.9 hrs on record
Early Access Review
Early Access Review (Subject to change) *videos coming up tomrrow*

The game is a 8 player coop mission/objective rts style shooter with marines shooting down enemies that are infected with a virus, The gameplay is very similar to past mods from warcraft/starcraft called night of the dead except it is a very well done and solid carbon copy with a few bugs here and there that will need polishing up of course.

This game is fun with 8 friends if you have them but is challenging and still as much fun with 8 random competent people. Communication is the key to survival in this game using skype or teamspeak whatever you can, or if you have a leader that actually can lead the entire group by giving directions and having the team listen. Hopefully a public voice chat of some kind is included in the future.
The game offers at the moment one map with 2 different mode, the story mode with objectives and missions which are all randomized content where you'll want to complete as much as possible surviving on just one life before you the timer which is about an hour hits 0 and your group gets overrun, also included is bunker mode where you'll defend a beacon and if it gets destroyed its game over however you can respawn every 30 seconds. The game also has 8 classes at the moment with a leveling system to unlock each one. Also each class has different abilities, skills, and weapons that you will want to use to your advantage. (as a group we've yet to beat the game yet lol but we are working on it)

When starting up, players are introduced with a prologue tutorial that teaches the player to the nice and clean interface along with how to use your abilities, levleing up, and your bread and butter skills which is flare, running, and autoaim. Very easy to learn if you have any hands on Rts at all.
There are plenty of destructable objects in the environments with plenty of stuff to loot, generators to turn on and enemies to gun down. The game also has friendly fire with certain skills and explosives so be careful where you call those napalm strikes or blowing up certain things because you might accidently shoot your teamate down. You'll be required to work together with those skills and passives to work on turning on radar, disabling enemy artillery from insurgents, or killing boss infecteds while conserving ammo by looting and exploring and doing your best to use all items to your advantage from mines to rockets, to even turrets you can turn on or place

Other than that the bugs we discovered so far are not game breaking and the game plays pretty fun and solid for the time being. I found the game very exciting with a group of friends over teamspeak where we were trying to learn it and died to such dumb little things but this game is hard, REAL HARD even with the difficulty at easy so prepare yourself! We picked up plenty of pugs and had fun

+ Massive hands on by the dev, Great interaction between dev and community
+ This game isn't easy, I LOVE IT, prepare to get owned.
+ Decent voice acting to give you the immersion and story of whats going on.
+ Nicely done tutorial to introduce new players
+ The gameplay is very fun especially when you have the right group
+ A decent array of weapons and skills during set up phase (Need some polishing)
+ Graphics is quite decent
+ sound and music when you do hear it, gets you pumped for some of the action at the right time.
+ A decent array of abilities for the classes that you can put points in during battle or reinvest.

- Friendly Fire can be a dangerous thing, especially if someone goes ape♥♥♥♥ and wants to wipe the entire group out lol. A rep system would be nice.
- Not really game breaking bugs but just wanted to put it here they exist so game needs a bit polish
- Needs some polishing on class skills and balance.
- A nice tune during the game so that it isnt completely silent the entire game, not too loud though lol
- More maps!, Other planets, underground facilities and open areas. Can't wait to see what you guys come up with
- Public mic communication would be nice!
- Some type of drop in the game system so others can join while game is in session perhaps?

*Gameplay Videos - working on it*

*Video review - Reserved till full game is released
Posted: July 11
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10 of 14 people (71%) found this review helpful
15.0 hrs on record
Early Access Review
This game is intense me and my buddy are playing it i'm a medic and he's a heavy gunner and just the amount of clutch moments and micro it's good i'd recommend this to any sci-fi survivor and strategy fan ♥♥♥♥ing awesome game! \m/
Posted: July 10
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9 of 13 people (69%) found this review helpful
44.5 hrs on record
Early Access Review
Gunnery Sergeant Alex Portsville
CURRENT EMPLACEMENT: Search & Rescue, Tarsonis.
Information class: Need to know, non-classified.

04:32 AM, Central Sector: Tarsonis.

Ground drop sucsessfull, proceeding with main objective. So far no signs of any colonists. The lights are out, it's like walking into your own grave. A certain chill lingers in the air, like the crackle in the air after an onslaught.

04:34 AM, Central Sector, Power plant: Entrance hall

The walls are covered in slime and debris, half rotten corpses lies swatted around. Some are hanging from the ducts of the roof, body parts and gore litter the floor with countless bullet shells. We counted 4 different types of ammo, possibly survivors.

04:35 AM, Central Sector, Power plant: Facilities

Scratch that, 3 survivors. Located the source of the shotgun shells. Poor sod blew his brains out on the bathroom. Door was smashed halfway inn so we couldnt get to the corpse.

Power node was smahed up good, somebody must have driven a pneumatic cargo lifter into it. That hole in it was scary big.

04:47 AM, Central Sector, C-Sec Brig.

Nobody home, weapons rack cleaned out save for some road flares and a pack of shotgun cartridges.

The cell housing look to have been blown up partially, 6 of the 12 cells are completely destroyed. The remaining 6 were all covered with pulsating green mass. Tray, our medic pulled us out as his sensors picked up a build up of lethal gas.

04:53 AM, Central Sector, Plaza

The place was swarmed with... things. they were covering the floor to wall with gore, slime and god knows what else. One of the two legged "infected" was wearing a C-Sec uniform. We lost Mike, our heavy support on the retreat out.

Somebody ♥♥♥♥ed up bad here, and T.A.R.A ain't telling ♥♥♥♥.

We hear them skittering around, screeching. Sometimes a loud thump can be heard, as if buildings are collapsing.


05:38 AM, Central Sector, Outskirts

Everybodys gone. They swarmed the entire sector, we ran out of bullets fairly quickly. I... I ran and sealed the exit, locking them in with the rest of them. They seem to have bought me enough time to get out.

The sector is burning, I've picked up a few signals on the radio here and there. Nobody stays on long enough for contact, or they stay on long enough to scream in agony.

The infected are moving, as if with a cause around. Sometimes i see a behemoth with them, dragging debris the size of small tanks after them. They... They organize the infected, sending out scout squadrons.

I don't think i'll see the sun rise...

*User has manually disconected from uplink*
Posted: July 13
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