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:
Very Positive (16 reviews) - 100% of the 16 user reviews in the last 30 days are positive.
Very Positive (323 reviews) - 95% of the 323 user reviews for this game are positive.
Release Date: Apr 6, 2015

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Early Access Game

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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 (33)

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).

  • 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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9 comments Read more

June 20

Early Access Update Trettioett (31)

Early Access Update Trettioett (31)
build id: 57681814

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

Infravision Bug-Fix
Infravision was disabled by accident in networked games in Update 30. This has been fixed.

Audio Option : Stingers
There is now an audio option to disable stingers. These are the audio cues that happen when a Beast comes within a certain range, as well as when an Astro-Creep attaches itself to a player. These are ON by default. Please review your options settings however, as this is a new option it will be OFF for anyone who has a settings file on disk. This is simply to avoid double-negatives such as having the option be called "stingers off". As always you can reset all your options to the defaults using the corresponding button.

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

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5 comments Read more
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“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”

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

    • 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
Customer reviews
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298 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
24.6 hrs on record
Early Access Review
Posted: September 4
Aliens. If you ever wanted a game to give you the same paranoia those marines had in the second installment of the Aliens franchise, this is probably the one to pull it off.

You have a near-dead space ship you need to nuke along with its unsightly wild alien infestation.

You have a number of datacores to access in order to unlock the reactor core so you can set the joint to nuke itself and take the skittery buggers with it.

Once you set the reactor to blow, you have a few seconds to get back to your ship so you don't go down with this one.

You have a gun. One. Of several. Try not to choose the wrong one. Not that you'll always know which that is beforehand. Heh.

You might have sentries.
If you're lucky, their bullets won't ricochet at you too often.
If you're luckier still, you'll have laser grids to seal corridors and make pretty lights when bugs zap themselves.
If you're lucky, you have backup.
If you're lucky, they have enough of a clue not to shoot you in the foot, leg, butt, back and face.
If you're really lucky, they'll be able to shoot the aliens rushing your rear while you shoot the aliens being more up-front about their intentions.
If you're really, really lucky, the power won't go out while you taunt a seething alien horde on the other side of a laser fence.
If you're really, really, really lucky, the power won't go out when your flashlight dies, leaving you to see by your own muzzleflare.
If you're good, you can check off all the boxes on your to-do list while you're there and get promoted.

The main game mode is Salvage (the stuff described immediately before this).

The short version of any given Salvage run: Collect all datacores, proceed to reactor, set to blow, escape. If you survive, you take your upgrades and ammo with you, making the next job a bit easier. The map layout, settings and how you go about approaching those objectives while xenomorphs try to eat you are where the gameplay lies.

The game is procedurally generated. You can let the game choose a random seed, going in blind with no clue as to layout or what onboard defenses (turrets or laser fences) there may be for you to use. You can also specify a specific seed so that you can try a single map again and again, until you get it just right - this is where the leaderboards come in.

A lot of setting tweaks are also available, and seem to work both for explicit and randomly chosen seeds. These allow you to specify certain aspects of game behavior: Only big aliens? Are turrets present? Frequency of alien spawns and/or blackouts? Do the aliens come in only from dead-ends, or can they break in anywhere at all? Are the walls covered in crunchy xenomorph resin (you know the stuff - the reactor area in Aliens) that covers up interactive objects, like turret control panels and circuit breakers?

You have a thankfully simple (I've never been a fan of including more than a dozen guns in a shooter) array of weapons to choose from: The fastest firing SMG-type, a somewhat slower rifle, then the slower multi-projectile weapons.

Varying degrees of infravision and motion trackers are tools, too, but you'll need to find them first.

There are two types of aliens currently implemented - do not know if there are plans for more:
Beasts - the big ones. Get caught by one and it's game over.
Astrocreeps - the little ones. They kill you slowly. You can shoot them off yourself, but they damage your systems while they're still chewing on your face. No more systems left for them to go through? Game over.

Both varieties are quite happy crawling along the floors, ceilings and walls, causing occasional hilarious (multiplayer) and/or infuriating (solo mode) sentry ricochets. These ricochets can be accomplished by humans as well, for bonus hilaritorture, though the exquisite nearly 180 degree ricochet is largely relegated to sentry fire.

There is a deathmatch mode, but DM is not my thing. I've never felt compelled to play it, so I can't speak to it. It doesn't sound popular, from the modes I've seen people play in the online server listings and what I've read (may have actually been the result of player requests).

List time!

The pros:
+ Atmosphere is surprisingly good for what ought to be a fairly straightforward sort of game.
The music really helps set the mood.
+ Mechanics are fairly simple, so it's easy enough to pick up.
+ Procedural generation allows for map variety.
+ Roguelike aspect helps you be ok with dying since upgrades come easy. Levelling? Pah.
+ Not a lot of controls to remember or futz around with (see cons, too, though)
+ 4-player co-op. Online and local.
Getting eaten/shot in the back with friends is almost always better. It also allows you to use split screen mode whether you're playing locally or not, so you can see what your teammates are doing, and once you die, you can hop from view to view as well.
+ Replay feature.
+ Leaderboards
+ Friendly fire is ON.
+ That moment a dozen aliens smash through your door.
+ Updates still coming, roughly monthly, from what I've seen, and the dev is active on the forums.

The cons which I expect can and will be addressed, but are not necessarily high priority either:
- Controls are not currently configurable.
The defaults don't seem weird or troublesome for me - WASD & left and right click - but other people may have different needs in this department.
- Resolution doesn't seem to be adjustable, and is a bit small.
I'd guess this runs at around 1024 x something, or maybe even smaller - it is still a widescreen resolution, though, by the looks of it. I play in 1280x720 windowed modes where I can, for streaming's sake. This is still totally playable, at least, and fullscreen remains an option for anyone who doesn't have a need for windowed modes.
- Multiplayer progression.
You can survive a few missions in multiplayer mode, but if you leave online mode (you can leave the lobby safely) your progression currently will not save. Single player progression does save. Arguably incentive to go out with a bang.

The cons I think might be there a while, unless extra help is brought onboard with development or priority shifts:
- Environment.
While the environment doesn't look bad (tastes will vary), there is not a lot of variety either. It sounds like this is dependant on the dev being able to afford more art assets, though, so I'm not sure how likely this is to change in short order. I do know there has been at least one addition of a tileset since it went public, but I can still see why people will say it looks samey.
- Gameplay structure is ultimately going to feel repetitive.
The primary mode of play is straightforward and unvarying in its defined objectives. Whether you take advantage of the settings customization is up to you. Depending on how different you need gameplay to be to feel fresh, these tweaks may not be enough for you.

Grey area stuff:
- Default graphics are a motion sickness hazard.
The settings available do seem to help alleviate that problem, though. One friend was able to continue as normal after tweaking some in-game settings.
- Abundance of flashing lights (muzzleflare) are an epilepsy hazard.
- Two marines can block a corridor + no crouching.
I don't find it a problem, but some people may not want to allow for the thematic reality of giant suits of WH40K-style armor getting in the way of shooting forward past two teammates.
- Marine models are both threatening and goofy. They're big and bulky - except the face, which might make you giggle. You're not going to see it a lot, but it's still there. Whether that kills the mood is up to you.
- Some may want more gun variety.
- 3d game. 2d map layout. This helps with 2d planning maps in pre-game, but you might miss the vertical element.
- The online lobby is not a ghost town, but neither is it very busy. No current method of queueing for a spot.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
32.3 hrs on record
Early Access Review
Posted: September 23
Killing Floor meets Slender, Aliens VS Predator's Marine campaign and modern Rogue-lites. It's hard to judge this game by the screenshots or videos. You have to experience it by yourself.

You find yourself in the middle of a spaceship/station. Your goal is to download and retrieve info from datacores which may also offer some upgrades such us infravision, visual upgrades to your HUD or reduced dowload times. Then you must overload the main core and escape. All this while a enormous amount of xenomorphs and facehuggers try to hunt you, crawling in the walls and opening breaches. One single hit from a xenomorph and you are dead.

Teamwork and strategy are crucial. The game doesn't only depend on your aim. You can use doors, laser fences and sentries to create improvised labyrinths for your enemy while you find supplies or repare your gear.

Graphics can look a bit outdated (maybe Unreal Engine 2 style), but the atmosphere and the lightning are superb. The dynamic music and sound effects only makes the tension even bigger.

You really don't want to find yourself in a situation in which you think you have everything under control and a power failure happens. Everything goes dark, the sentries and traps you activated stop working. Your flashlight runs out of energy and you must restore the power back while your motion sensor blips with hundreds of dots. Your only source of light is your weapon.

All of this I have only experienced in single player. Playing with friends is a blast. Also, this game is a great example of how procedural generation should be used. So each single game is a different hell of corridors, immense rooms and mazes. And each game is highly customizable: size of the map you want to play, structure... I strongly recommend starting each game with power off.

If Alien Isolation was a AAA love letter to the original Alien, Space Beast Terror Fright is probably the best indie tribute to the second movie.
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Most Helpful Reviews  Overall
70 of 82 people (85%) found this review helpful
61 people found this review funny
19.3 hrs on record
Early Access Review
Posted: July 8, 2015
>Open game
>select insane mode
>start in pod
>this isn't that bad
>Breach detected
>that's not near me
>Breach detected
>Breach detected
>Breach detected
>Breach detected
>Breach detected
>Breach detected
>Breach detected
>Breach detected
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>Door *** Compromised
>sits by sentry
>Doors explode, sentry shoots
>Gun runs out of ammo
>Things fade to dark

Best 30 seconds of my life.
Was this review helpful? Yes No Funny
39 of 43 people (91%) found this review helpful
2 people found this review funny
153.5 hrs on record
Early Access Review
Posted: June 8, 2015
In my opinion is is the best co-op shooter to come out in many years.

The formula is simple. You are a marine tasked with downloading information from various datacores scattered around the claustrophic confines of an alien infested spaceship. After you have collected all the datacores you then have to shut down the cooling nodes on the reactor and then evacuate safely to the start point before the reactor explodes.

What makes the above formula so successful, especially in co-op, is the tension, danger and the various means by which players can approach a level.

The aliens are dangerous. The aliens are numerous. The aliens will kill you if they get close. Thus this game brings a lot of tension because death is always moments away.

This game has captured perfectly the atmosphere that was present in a 1995 3DO game called Space Hulk: Vengeance of the Blood Angels. The ship ambience sounds bleak and forboding, the aliens breaking through doorways always sounds menacing, the sound of distant gunfire from a team mate reminds you trouble is not so far away.

The game is very customisable allowing players to increase the difficulty level to that which is nigh on impossible. Players can also tone down the muzzle flash and field of view effects which can be a bit overbearing in my opintion (I turn them all the way down). I also turn the action music off as it gets very repetitive after awhile.

The levels are procedurally generated so there is always a new and challenging permutation to play. Players can also enter specific seeds so that common levels can be practiced, shared and ultimately conquered.

Some of the best moments I have had with this game is with a group on Mumble (voip software) forming a plan on the map screen prior to entering the fray. We then enter the fray and very often fail the mission only to tweak our strategy or take a slightly different approach until we eventually succeed. This is where the game really shines in my opinion.


Pros - Atmospheric, Difficult and Challenging, Strategic, Endless Level Permutations, Frantic.

Cons - Multiplayer is still in its infancy and it can be very laggy if playing with someone across the pond (ie. Europe to US etc.). Some might say the graphics are a con due to the game not looking like Crysis but graphics do not necessarily make a game. The graphics are perfectly sufficient for what we get and do not detract one iota from the fun factor.

If you want to experience the movie Aliens, experience the game Aliens versus Predator, or experience a game like SPace Hulk: Vengeance of the Blood Angels then this is the game for you.
Was this review helpful? Yes No Funny
49 of 60 people (82%) found this review helpful
33 people found this review funny
7.5 hrs on record
Early Access Review
Posted: August 12, 2015
Can confirm, has space beasts, terror, and fright.
Was this review helpful? Yes No Funny
27 of 28 people (96%) found this review helpful
4 people found this review funny
2.4 hrs on record
Early Access Review
Posted: July 30, 2015
So, I got my character to be badass. 100% vision, had a 120 second battery, thousands of round of ammunition. Then, out of the corner of my eye, I spot a bug ♥♥♥♥♥♥♥♥♥♥♥♥. He's too fast. He gets me. I lost 30 minutes of progress in a split second.

This game is basically Space Hulk. Lives are short, brutal and ugly. You can bring friends to share in the pain. There are, as of this review, two weapons, a shotgun and an assault rifle. Both are effective, but the bugs are stronger. The bugs are better. The ♥♥♥♥ing bugs will win.

This game is basically Space Hulk the FPS, and I cannot fault it. It's ♥♥♥♥ing terrifying, exhilarating, loud, thuggish, and most of all, good.

If you like Corridor Simulators, this game is for you.
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28 of 30 people (93%) found this review helpful
8.3 hrs on record
Early Access Review
Posted: May 18, 2015
I love horror movies, I love horror books, I love horror. You'd think Space Beast Terror Fright can't be that scary, since it's in space and it probably has a beast, that ends up being terrifying and/or frightening. Trust me, there's so much more horror to this game than just the name.

Believe only half of what you see and nothing that you hear.

Edgar Allan Poe

Without any further delay, I present to you my review of Space Beast Terror Fright.

I've finally found a game that actually made me stop playing for a while, so I could rest my eyes. And that's a bad thing, at least when talking about Space Beast Terror Fright (SBTF), as I've had a blast playing this game.
There isn't much to say, since the goal, at least for now, is to download some data, make the reactors go offline and run like Forrest did (preferably faster).
The UI has all the information required, and as the player downloads more data, upgrades will come along, that can improve/add many things, like the amount of ammo, or serve as a GPS to the next datacores, or even a pretty motion sensor. All of these will be used to survive the terrifying experience that SBTF is. From closing doors, so the monsters will take a little longer to get to you, to activating sentries, you'll end the mission thinking you were there for some hours, when in reality it wasn't that long.
The gameplay itself resembles some old FPS games, and it's also extremely punishing, considering one hit results in a mission failure. Just like Hudson (Bill Paxton) once said, "That's it, man. Game over, man. Game over, what the ♥♥♥♥ are we supposed to now, huh, what are we gonna do?".
I never swore as much playing a game as I did while playing Space Beast Terror Fright.

  • A well designed retro-style FPS;
  • Actual upgrades to the weapon/UI as you go further on in the level;
  • Intense action that will leave the player looking around every corner before taking the next step;
  • The graphics fit perfectly, despite the flashy colors;
  • The sound effects are not only well adapted, but also make the game scarier;
  • A real challenge, no matter the difficulty;
  • Price.

Considering it's an Early Access (EA) game, I've decided to add a "Neutral" category, for details I consider important, but not gamebreakers, and could easily improve the gameplay if attended to.

  • Needs more weapons and more monsters!;
  • Could use a campaign/story mode of some sorts.

The more I played, the more I realized there wasn't much to point out "Cons" wise, and in the end I went with the one that made me stop playing once in a while (to rest).

  • The flashy colors and such make your eyes sore after a while, which leads to needing to rest your eyes for a while (and who wants that?).

I'd give it a 8.5/10, not because the game is some sort of masterpiece, but simply because it's a game you'll always want just one more round of.

Note: If you're an Alien (movie series) fan, you'll find this game pretty similar to Aliens (Alien 2).
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36 of 47 people (77%) found this review helpful
35.1 hrs on record
Early Access Review
Posted: April 11, 2015
A proper Aliens game has finally been made and its name is Space Beast Terror Fright. You and your friends are Marines who are given the simple objective of recovering all data cores on a ship and then overload that ships reactors and escaping back to your shuttle before the ship blows. There's just one problem, the ship is completely infested with Aliens.

Ever since I was a kid I have always wanted a game like this. A game where there is no massive story you are just a marine with a job to do on various different locations involving Aliens. This game is essentially Aliens meets Space Hulk vengeance of the blood angels only instead of AI companions it is either just you or 3 of your friends.

You download datacores and all datacores have a chance of giving you an upgrade of which all have their own different levels. For example your basic motion tracker lvl 1 only tells you if something is moving near you. Lvl 2 motion tracker gives you short range blips indicating where enemy positions are and Lvl 3 essentially can detect all motion on the entire ship. You can get infrared vision, better bullets, a map of the ship, more battery life, waypoints pointing to objectives, faster download time of the datacores etc all upgrades have at least 3 more levels to them to improve them such as datacores being downloaded in 7.5 seconds to being download in just 1 second.

To assist you against the aliens the players can activate sentry guns and close off doors to prevent Alien from being able to easily move about the ship. Naturally the Aliens can destroy these doors but the time it takes them can mean the difference between life and death.

Once you have turned off the coolants to the reactor the Marines have 2 minutes to return to the shuttle.

This is a hardcore game you character will die in 1 hit from alien, turret, or fellow marine and once your character is dead so are all his upgrades. If your character gets close to an alien expect him to freak out with adrenaline. He will run quicker but his vision will also be impaired into a sort of tunnel vision. If you manage to complete a mission you carry on the character from the previous mission so you will start a new map with all of your upgrades on that character which will make the mission significantly easier on you and your teammates.

With procedurally generated maps of 3 different level styles, local coop, planned network multiplayer, and hordes of ravenous Aliens how can you go wrong? This is what a proper Aliens game should be and I am very excited to see what the developers will do with this game in the future.

10/10 buy if you are a fan Aliens or Space Hulk. This is what Colonial Marines should have been.
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26 of 30 people (87%) found this review helpful
4 people found this review funny
10.8 hrs on record
Early Access Review
Posted: July 26, 2015
Space Hulk fps lite. 10/10
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36 of 48 people (75%) found this review helpful
2 people found this review funny
3.1 hrs on record
Early Access Review
Posted: April 14, 2015
Placed into a world filled with Xenomorph scum, your sole objective is to collect data while surviving the alien onslaught. Space Beast Terror Fright does not have the latest greatest graphics or tries any fancy with the game mechanics. What it does have in abundance is fun. It's about as close to the old good alien games as we're going to get.
Each playthrough will be quite different given the games procedural nature, but you will always start as a marine on board a ship with a pulse rifle. Seeking out the DataCores rewards random perk unlocks for your character making them stronger and smarter while granting some chance of survival. One feature I enjoyed was the soundtrack also being somewhat procedural. Which basically meant all the alien fights were guaranteed to be that much more 'hollywood'.

Levels did contain sentries that could be enabled to setup choke points but careful management of doors seemed to be the best recipe for success. After finding all the DataCores you are then given the task of shutting down the main reactor, this is done in several stages and often resulted in a one final brutal showdown. Once the reactor is offline you will then have 90seconds to escape, succeed and you will be sent to yet another ship with bigger, badder aliens and more data to retrieve.

Price may seem a little high but personally I've not had this much fun shooting aliens for a while. With local co-op implemented now and online co-op planned for the future, can recommend keeping it shortlisted if the genre interests you. Cheers folks. :)
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Recently Posted
Mr Fuggles
1.7 hrs
Early Access Review
Posted: September 29
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Max Power!
17.7 hrs
Early Access Review
Posted: September 24
Beautifully simple co-op shooter in the spirit of 1986's Aliens. Not often I have this much fun getting horribly killed time and time again.
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16.4 hrs
Early Access Review
Posted: September 22
This is one of the most intense games you will ever play with your friends. I guarantee everyone will be panicking their asses off and yelling at the top of their lungs a few minutes into a run.
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6.1 hrs
Early Access Review
Posted: September 17
This review is a long ramble so to put a disclaimer right at the front the takeaway is this: It's a fun, tense, nailbiter of a game that's a little buggy, a little repetitive, and a bit too basic to justify it's steep Early Access price. But it's got it where it counts and if you can find someone to play with it becomes a really great experience overall, especially for fans of James Cameron's Aliens. Now on to the review, proper:

Space Beast Terror Fright is at it's core a very basic game. Move forward through a darkened derelect ship, collect data from computer terminals along the way, set the ship to explode and run yourself to safety before things go boom. Sounds simple enough...until you factor in the dificulty.

The titular Space Beats here are not your typical first person shooter fodder. The player doesn't run and gun their way through levels taking out legions of enemies without breaking a sweat, ala Serious Sam or Doom. Instead what the player finds themselves contending with is a more fearsome foe. At first they might be easy enough to kill with your rifle, machine gun, or shotgun but soon enough they'll horde up on you, crawling out of the walls, the ceiling, through doorways, from behind you, and if they get you...you're dead.

No matter what if the player allows the various space aliens, shrouded and darkness and moving just fast enough that it's almost impossible to get a good look at them without essentially committing suicide, to get anywhere near them they'll be mauled to instant death. This makes for a game less about speed and who's the tankiest player in the game, or who can exploit the best upgrades, and more about just trying to keep your enemy at bay long enough to accomplish a simple mission.

The intensity is what makes the game. It's rare that I've played a game that's genuinely got my blood pumping from the knowledge that every move could be my last and no matter what plans I may have laid out by myself or with a group of friends...death waits right around the corner and it cares not about my plans. At any moment a space beast could be just quick enough to get passed your firepower and in that one second you're a goner, and everything you've accomplished up to that point is out the window.

Ultimately where this game shines is in it's embracing of the one thing that most modern games - especially shooters with their tendancy to utlize spawn points that throw you right back into the middle of the fray as long as you have the points to continue playing - have been neglecting for years. Consequences. Death is a real thing in this game, and you really don't want to endure it. From this the game builds tension as the stakes ramp up and the players luck starts to run out. You'll jump at every sound because that sound could mean death is seconds away. Any shadow you think you see down a dark hallway could be the end of your play through. If you're being attacked fleeing might be the best option. All your senses are working overtime just to keep going and get to that next computer sentry or gun turrent that might provide the smallest bit of help against the unknown alien horde that wants to eat your face.

With the ambience and atmosphere the game builds, using tricks of lighting, sound, visual effects, and etc. to manipulate your emotions as you run through procedurally generated levels you're just as unfamiliar with as your player-character counterpart would be, the game becomes an exciting, starting, genuinely suspenseful experience worthy of the best roller coaster sci-fi horror flicks that Hollywood has had to offer.

In a world where video games have been homaging or just outright ripping off the film for years I'd say that in Space Beast Terror Fright fans of James Cameron's seminol 1986 classic "Aliens" finally have a game that lets them play through that experience. While not technically being a part of that franchise Space Beast wears it's love for it on it's sleave and on a surely miniscule budget have managed to capture the frenetic intensity and relentlessness of James Cameron's work. Even visually the game is perhaps the most evocative of the film of any I've seen.

The Multiplayer should be touched on as well, as that's really where this game shines. It's one thing to roam through these darkened corridors knowing that at any moment the unseen alien beasties might shut off all power to the ship and leave you straded alone in the pitch black of a dead ship. It's quite another to manuver your way through those halls with friends, trying to plan and strategize your way through victory knowing at any moment you may be the last member of your party standing and the last hope of stopping the Alien infestation. There's something oddly satisfying as watching your buddy's screen go black as a monster eats his face.

The game does have it's flaws. Now and then a Space Beast would seemingly spawn out of nowhere to insta-kill me, and that was frustrating in the cheap and irritating way that an enemy camping at the edge of a platform in Castlevania used to be. It's price point is also quite steep for a very basic indie game in early access on Steam. Fun as this experience is, it's not worth the 15 U.S. Dollars the game currently costs. That's especially true given the lack of variety within the game.

Overall if you can afford the price without issue I'd highly recommend the game. If however you look at the gameplay and find yourself thing "that looks fun but a little repretative..." then maybe you might want to hold off for some kind of sale.

If Call Of Duty really isn't your thing, and you're a little tired of the arena shoot-em up style of games like Doom (2016) and want something that presents a dramatic change in tone, pace, and difficult...Space Beast may well be the game for you.
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37.2 hrs
Early Access Review
Posted: September 10
This is a must have game for any post-L4D gamers and fans of coop shooters. It's really the only experience that matches that initial feeling that L4D players get before becoming jaded. Space Beast Terror Fright is what L4D should have been: shocking, scary, unpredictable. It would be fantastic if this was redone with AAA graphics and more content.

A GREAT buy for a $15 indy game.
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Mobius One
13.0 hrs
Early Access Review
Posted: September 7
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Remie Richards
20.4 hrs
Early Access Review
Posted: September 4
Space? Check
Beasts? Very much Check (there's so many oh god they're breaking down the door)
Helpful? Yes No Funny
16.2 hrs
Early Access Review
Posted: September 1
There's some space
And some beasts

8/10 breddy gud
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