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 (26 reviews) - 96% of the 26 user reviews in the last 30 days are positive.
Very Positive (393 reviews) - 94% of the 393 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 (37)

July 19

Early Access Update Trettiosex (36)

Early Access Update Trettiosex (36)
build id: 596F8BA7

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

Mission of the Day
There is now a dedicated button in the main menu for playing the "Mission of the Day". This mission will be new and unique every day (unix time / 86400) and uses default settings (Salvage/Randomize All). Time remaining until the mission changes is also displayed. When you play this mission you will always get a new character independent of your other local characters.

I personally find it interesting and motivating psychologically to try to beat this arbitrary challenge within 24 hours. While not implemented yet, I envision using the Steam leaderboards in a new way to log the number of attempts each player takes to beat the Mission of the Day, with the lowest attempt count being the winner. In the case of ties, I think unix time will have to be the tie breaker, with the player that completes the mission first being the winner.

If this mechanic proves interesting I expect it will provide the basis for things like Campaign of the Week.

  • Reticle Scale: A new option slider allows the user to scale the aiming reticle. This replaces the previous option for showing/hiding the reticle, as the lowest slider setting will remove the reticle altogether (including the aim assist text).

  • Master Volume: A new option slider allows the user to control the overall volume of the audio mix.

  • Increased Slider Resolution: All options sliders now have twice the previous resolution.

  • Breach / Door Break Effects: Breaches and Doors breaking now use the same effects, now with more flare particles.

  • Adjusted sound effect falloff ranges and more appropriate audio emitter positions.

  • Gibs now use the PVS (Potentially Visible Set) information to significantly reduce the CPU load for determining which gib meshes to generate each frame.

  • BUGFIX: Fixed bug where room options in Mazes were displayed wrong.

  • BUGFIX: Fixed hud showing FLT_MAX distance to civilian.
Known Issues
  • No Leaderboard Entries for Mission of the Day: As mentioned, leaderboards for Mission of the Day are not (yet) implemented. The mission outcome screen uses the same code path as usual, but since no scores are posted to the backend the mission outcome screen will show no personal score and no entries in the leaderboards.
As always, thank you for your support and patience.
/nornware AB c/o johno

nornware Dev Feed
nornware on Facebook
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15 comments Read more

July 9

Early Access Update Trettiofem (35)

Early Access Update Trettiofem (35)
build id: 59625A06

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

As mentioned in the previous update announcement, I am going to be proceeding by updating the game in much smaller increments and more often.

Rescue Mode - Lab Style
An option has been added to Rescue Mode called Lab Style, which controls some aspects of map generation in Rescue Mode.

Style A is the previously released (Update 34) version:
  • Lab networks are protected by indestructible doors that automatically close when no human is near.
  • DNA-screens are placed at the connecting passageway between labs, which only allow non-alien objects to pass (humans and projectiles).
  • Breaches may sometimes occur inside of labs (even when Random Breaches is off).
Style B is the new version:
  • Lab networks are protected by normal (destructible) doors, but they will always be closed initially, thereby hindering Beast and Creep line of sight into the lab networks. These doors will not auto-close.
  • Normal (destructible) doors are placed at the connecting passageway between labs, and these doors will spawn with a 50% chance of being open (the same rules as for all other doors).
  • Breaches will never occur inside of labs (unless Random Breaches is on).
Initial tests with these small changes feel like they result in a bit more varied gameplay. Beasts can still penetrate lab networks, but in a more classic / natural way. There is also more protection against Beasts within labs because if the doors inside.

Ultimately Style B rules have more player choice and responsibility involved as opposed to Style A rules. Please experiment with Lab Style B and let me know what you think in the forums.

  • Distance to civilian displayed in the HUD is now to the nearest civilian who is not directly following a player or running to the airlock.
  • Random Breaches now properly spawn in labs.
  • The ASSIST text is now properly removed (like the reticle) in the HUD when there is an interaction message displayed.
As always, thank you for your support and patience.
/nornware AB c/o johno

nornware Dev Feed
nornware on Facebook
nornware on Twitter
nornware on YouTube

12 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
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Very Positive (393 reviews)
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