S.B.T.F. is a very hard arcade-style / rogue-like / perma-death first person shooter. You play as Marines who must brave dark, claustrophobic and terrifyingly intense Space Beast infested spacecraft in order to extract critical data and lucrative upgrades. Can you make it out alive?
User reviews:
Recent:
Very Positive (25 reviews) - 92% of the 25 user reviews in the last 30 days are positive.
Overall:
Very Positive (364 reviews) - 95% of the 364 user reviews for this game are positive.
Release Date: Apr 6, 2015

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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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We firmly believe that quality entertainment software needs to be developed in conjunction and collaboration with the users of that software. We feel that the whole point of our games are to entertain the players of those game, and we want to embrace the iterative and exploratory development process that Steam Early Access enables in order to make the best games possible for our community.”

Approximately how long will this game be in Early Access?

“6 months.”

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

“The initial Early Access release adds local multiplayer in the form of split-screen co-op (1-4 players on the same screen) to the already functional single player mode available in the demo.

We aim for the full version to include networked multiplayer, so that the initial co-op mode can be played by players over a network (not split screen).

In addition to the current alien beast role A.I., we want to expand with A.I. for the space marine role as well, and allow for mixed mode games where human players and A.I. assume the various roles. We envision many interesting games arising from this mix-and-match concept, including having multiple teams of competing space marines working against each other while at the same time having to deal with

We are also thinking about a form of "commander" role for both the space marine team and the alien beast team, which would allow players some kind of map overview and the ability to coordinate the efforts of the members of their respective teams.

We would like to expand the types of environments greatly, include multi-level maps and outdoor areas.”

What is the current state of the Early Access version?

“We have made many bug-fixes to the demo, and are currently in the final stages of implementing local split screen co-op with gamepad support. We anticipate having a release build ready within the coming weeks.”

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

“Yes, we anticipate raising the price over time as the scope and quality of the game increases.”

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

“We have already consolidated very much feedback from various channels (reviews, Steam Greenlight comments, emails) and fed all of that into our development process which is presented as a live feed on our website (http://nornware.com/?tab=feed).

After we launch on Steam Early Access we will continue to monitor community feedback via our own forum and via Steam to ensure that we are in sync with the players of our game.”
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Recent updates View all (34)

November 12

Early Access Update Trettiotre (33)

Early Access Update Trettiotre (33)
build id: 582783AB

nornware AB is happy to announce a new update to Space Beast Terror Fright.

Continued Development
I apologize for the length of time that has passed since the last update, but real life intervened and kept me from working on nornware and Space Beast Terror Fright for a number of months. This update however marks an increase in development pace again.

For the most part changes in this update are behind the scenes and related to general code base refactoring and performance boosts, but in the interest of getting back to continuous deployment it is important that everyone is running the latest version so I can more confidently make changes to the game moving forward.

Randomize All
I have implemented experimental support for a new Randomize All seed setting. This is partly in response to community request to introduce more variation and chance to the game.

With Randomize All selected the mission seed itself is of course randomized, but also all other options with the exception of the Rules setting (Salvage or Deathmatch). This means that you never know what style of map you are getting, whether there are Doors / Fences / Sentries, room styles, etc (Plan settings).

Perhaps even more interesting is the addition of mutating Rules while in-mission. Every 20 seconds all active Rules settings will randomly shift, which means that difficulty (spawn rates) will change on the fly, Breaches may spawn randomly or at the ends of corridors (or both), and Power Failures have an ever changing chance of happening.

While in Basic Party Config there is now a toggle to switch between Random (the previous default Seed setting) and Randomize All. Relevant user interfaces in the Advanced Party Config screen are disabled when Randomize All is selected, and this is also still the place to set up an Explicit Seed.

Randomize All is now the default setting, and I hope that this addition will make the game feel even more varied and unpredictable. I have certainly found myself in very interesting situations while playtesting this new feature, and considering that I almost always played with default settings (Random Seed / Corridors Plan with default settings) I'm seeing much more of my own game than I usually do. :)

Shotgun Experiment
I'm experimenting with the Shotgun not having ammo type fire rate penalties, meaning that no matter what ammo type is being fired the fire rate is that of the lowest ammo type (orange).

This balances out the experience of using the Shotgun somewhat, letting you time your shots better, and effectively gives it a much higher damage per second than any of the other weapons.

I have also changed the number of rounds fired from 6 back to the original 8, which means that the fire rate is slightly slower than before, but with more damage output. Again, the Shotgun will always fire at the same rate, no matter the ammo type.

Change to Mazes
The Mazes algorithm (Plan) has been revised to have an outer ring of corridors, in order to improve the flow of enemies through the space. You still get lots of mazey goodness and size, but the general experience is less static. This should also help to solve problems with players not having enough time to get from the Reactor to the Airlock in certain Mazes.

Changes to Breaches (aesthetic)
I have put some work into the (previously non-existent) visual effects when a Breach spawns; a big burst of sparks and smoke.

Live breaches will now emit a single spark 10 times a second rather than 16 every second, making them slightly more visible. They will however no longer emit sparks when a Power Failure is happening, which can be dangerous.

The cables hanging out of the Breach mesh are now also more colorful. These catch the light better and give better visuals cue to the existence of Breaches.

Miscellaneous
  • Font textures are now power-of-two in order to increase compatibility with certain GPUs.

  • More musical themes have been added, many of which are still works in progress, but I thought it would be fun to have the variation.

  • Fences now reflect bullets in ALL cases when the bullet has energy remaining. This makes them more dangerous to Players, as Fences that are behind your target will reflect any stray shots back your way.

  • Steam Overlay Fix: All user input is disabled for 0.5 seconds after the Steam Overlay is closed. This is intended to fix input crosstalk.

  • Uniform Speed option has been removed, which means that players always move slower when moving sideways and slowest when moving backwards. This was the previous default setting.

  • Direct3D effect parameter handles have all been cached, improving performance across the board.

  • The Cassette format has changed to include integrity hashing every 256 ticks (roughly 4 seconds). This is intended to make sure that replays either properly play back a mission or otherwise break visibly.

  • The reactor overload klaxon is now disabled when the escape menu is active.

  • The space shader (outside the windows) now works properly when Infravision is active.

  • Emit textures now properly modulate when Infravision is active.

  • Infravision now properly shows heat in prop models.

  • Tech sections in Plan are now generated before reachability checks. This fixes unreachable areas.

  • Fixed Aim Assist and Pathfinder icons. Also reorded icons and text in the helmet HUD.

  • Fixed bug in reading upgrades for obituary list, and also added Map upgrade icons to obituary list.

  • Fixed crosstalk between player pulse trackers (each player now has their own state).

  • There are now explicit buttons for creating Public and Friends only parties, for clarity. It is still possible to change the public / friends state of a party at any time.

Known Issues
  • "In Memoriam" list may show broken entries for legacy characters. This is because the data format has changed. You can fix this if you like by deleting this file: C:\Users\<your username>\AppData\Roaming\nornware\sbtf\dead.txt

  • Deathmatch may be broken when Power Start is set to "off", as certain permutations will result in no Breakers being generated.

  • Restoring Power via a Breaker will sometimes not correctly update lighting in networked play.

As always, thank you for your support and patience.
/nornware AB c/o johno

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July 29

Early Access Update Trettiotvå (32)

Early Access Update Trettiotvå (32)
build id: 579B876F

nornware AB is happy to announce a new update to Space Beast Terror Fright.

Cassette Version Bump / breaking changes in replays
I have been doing heavy refactoring and optimization across my entire codebase, and as a result existing replays / Cassettes will NOT function anymore. This is most likely due to changes in vector rotation code that has been optimized to use single precision floating point instead of double precision, but this is just speculation on my part. Also I refactored some dubious vector code that was being optimized away in certain cases by the compiler, which also caused breaking behaviour between debug and release builds.

As ANY future simulation / game rule changes will invalidate existing replays it is better that everyone simply get used to the fact that replays / Cassettes may break on any update. If you have a Cassette that you absolutely want to save I would recommend recording a video of it (for example using nVidia ShadowPlay or Fraps).

Also I am suspecting some inconsistencies in replays that are very very hard to effectively test. I don't currently have the toolset in place to test this algorithmically, but I have a good handle on how to build such tools with (certain hashing techniques). With those in place I will be able to determine exactly whether or not replays are solid. As replays are very much the same thing as the network protocol this will also aid in making sure that everything is solid for networked multiplayer games.

Library Updates
The Library interface has been greatly improved to better aid browsing among the enormous number of Cassettes that tend to aggregate after playing many matches. Sort order is now newest first, there are headers per day, time of day information for each Cassette, as well as the mission config string that was there before.

Now you must first select the Cassette you want, and at that time you will get a "play" and a "delete" button. Versions are taken into account, so old Cassettes will show up (so you can delete time) but be unplayable. If you choose to delete any Cassette you will be prompted for confirmation.

New Motion Tracker Style - Pulse
In response to community feedback on the Motion Tracker being too powerful, I have implemented a new style of tracker called Pulse. Pulse is closer to the feel of the classic motion tracker from the Aliens film (James Cameron's film), and is definitely less powerful and feels more glitchy than the legacy version (called Adrenaline).

Basically Pulse Tracker sends out a wavefront every .75 seconds, and when this wavefront intersects a moving object it will light up a blip in that position that will fade out over time. The big change comes from the fact that blips are always static and are only refreshed when they intersect the wavefront. This creates a strobe-like effect where you get intermittent information about the threats in your vicinity. Correspondingly all threats at long range are also only refreshed when the wavefront hits the extreme range of the Tracker.

I have chosen to only include Beasts (big) and Creeps (small) as blips in the Pulse Tracker (as well as other players if playing Deathmatch) and not include gibs or bullets as Adrenaline still does. This is to clean up the image a bit and only focus on actual threats in order to compensate for the less powerful blip updates.

Pulse Tracker also plays a subtle sound each time it sends out the wavefront, which can most often only be heard when things are relatively quiet.

In general I think this change reinforces the feel of the game and help keep the player's eyes on the 3d view instead of relying too heavily on the Motion Tracker.

Pulse Tracker is the new default but you can always opt to go with the legacy Adrenaline of you like (in the options).

Miscellaneous
  • Power failures / restores are now noted in the mission log.
  • All mouse scroll wheel interaction can be accelerated 4x ny holding down SHIFT. This affects the main menu obituaries, network party lists and the Library.
  • The game now returns to the Library after you view a Cassette, and your selection is retained so you know which Cassette you just watched.

As always, thank you for your support and patience,
/nornware AB c/o johno

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11 comments Read more
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Reviews

“Space Beast Terror Fright is a must for any fans of the Alien movies and old-school shooters – a tense and atmospheric roguelike corridor shooter full of nasty wall-crawling xenomorphs. Game over man…”
Alpha Beta Gamer

“The tough-as-nails difficulty combined with the fantastic atmosphere make it one of my favourite games so far this year”
Indie Games

“Space Beast Terror Fright is my new drug”
Destructoid

About This Game

S.B.T.F. is a very hard arcade-style / rogue-like / perma-death first person shooter. You play as Marines who must brave dark, claustrophobic and terrifyingly intense Space Beast infested spacecraft in order to extract critical data and lucrative upgrades. Can you make it out alive?

The game revolves around the concept of a procedurally generated maze-like spacecraft which is unique each time, within which the Marines must search out DataCores to be downloaded. The spacecraft are infested with Beasts that are extremely lethal, and the Marines must brave these dark and hostile environments in order to complete the objective of retrieving all critical data and ultimately setting the Reactor core to overload.

Aside from either all purpose automatic Rifles or powerful Shotguns, the Marines initially only have a rudimentary Tracker device that detects nearby motion as well as the distance to the nearest DataCore. The DataCores can however contain lucrative Upgrades that will empower the Marines with better ammunition, a better motion tracker, and other useful functionality that will significantly increase the chances of survival.

Key to managing the unknown spaces within each spacecraft is the intelligent use of Doors, sealing of sections behind the team in order to keep from being overwhelmed from several directions at once. Closing Doors controls the space, but they also make it harder to flee if the need should arise.

Additionally, automated Sentry robots are scattered throughout the spacecraft, and these can be activated in order to further aid in stemming the never ending tide of Space Beasts. Sentries offer a significant amount of additional firepower, and can often be the difference between life and death when the Marines are being overwhelmed. While Sentries are programmed to avoid firing when Marines stray are in their field of fire, friendly fire incidents can still happen.

Once all DataCores have been retrieved, the final objective is to disable all Reactor Coolants in order to destroy the spacecraft. Once this is done the Marines only have 90 seconds to find their way back to the Airlock for extraction before the Reactor overloads, obliterating the spacecraft and everything aboard.

Space Beast Terror Fright employs both procedural level generation as well as a procedurally arranged music scoring. Audio and visuals are all tightly synced to the action in order to deliver a super-intense combat experience that feels like an awesome action movie.

Both local and networked co-op play are supported, with 1-4 players via keyboard / mouse and XBox 360 game controllers. Both local and networked play allow viewing all of the action via split-screen.

If you want to try out a demo of the game you can download a .zip file here: Space Beast Terror Fright Demo. This demo is our original Greenlight submission and does not represent the current state of the game, but it should give you a basic sense of what the game is about. The .zip does not contain an installer, so you might have to manually install DirectX9.0c in order to run the game. See further instructions about where you can get DirectX9.0c at the bottom of this page: nornware.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Intel Core 2 Duo T9600 2.8 GHz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c compliant (shader model 2) GPU
    • DirectX: Version 9.0c
    • Storage: 200 MB available space
    • Sound Card: DirectSound 3 compatible sound card
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