Rebuilt and reimagined on the Unreal 4 engine. Armed with only a shotgun, explore an infinite number of procedurally generated dungeons avoiding traps, collecting loot, and fighting off monsters before succumbing to permadeath. Good luck, Captain.
User reviews:
Overall:
Mixed (23 reviews) - 56% of the 23 user reviews for this game are positive.
Release Date: Aug 20, 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 are a very small team of only 3 developers and a handful of kickstarters working on PAC in our spare time. We all have regular lives, day jobs, kids and even wives, and someday wish we could make videogames full time.

We need input from a dedicated community who understands the game at an intimate level. We hope to foster a community who can aide us in our vision and who understand the games intricacies, mechanics, and shortcomings to help give us better insight into problem areas, new ideas, and refining the direction and scope of the game over the course of development.”

Approximately how long will this game be in Early Access?

“We plan on continuing Early Access development for at least 24 months before making a retail release. Regular updates after release from Early Access are planned as well.

We raised only 900$ on Kickstarter with no preexisting capital investment so utilizing assets and kits will be nessecary in moving the game forward. Any unoriginal placeholders will be replaced in due time.”

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

“We hope to discover and refine as many interesting systems, mechanics and artwork as we can come up with. We plan to be right here with you guys through the entire process, and much of the Alpha funding will be used to reinvigorate the product.

Developement is in a constant state of fluxuation based on community feedback. We are continuously tending to our flock to make sure they are having as much fun with the build as possible. This means things are always changing, and hopefully each time you try the game you will find something new and interesting that wasn't there before.”

What is the current state of the Early Access version?

“The current build is heavily bugged, with many issues spanning many areas. Very few features, broken textures, glitches, broken GUI buttons, game breaking crashes.

We are embracing the discomfort of having an ugly baby by putting it out to the public as soon as possible and letting everyone critique it as early as we can. We don't take any feedback personaly, and only use it as an opportunity to improve our work. We have rebuilt the core game many times, looking for the perfect combination of mechanics and we believe we are coming very close to something great.”

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

“Even in its most polished state, the game will never exceed $20. Any and all future DLC will be released free of charge, and we will never implement any kind of micro transactions.”

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

“In order to have an ongoing dialogue with our audience over the course of development. We will be active on the community forums, taking community input and feedback to heart.

As with all games, there is the risk that problems could arise at any point during development. Such problems, should they occur, could delay the release.
Rest assured, we will never abandon the project or leave it in an unfinished state. We have put too much of our time and passion into the project. If you trust us with your hard earned cash, we WILL deliver. Squashing bugs and fixing problems are all part of the daily grind for us. You'll be able to keep up to date on our forums, post your own ideas, and contact us directly at any time.”
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Recent updates View all (2)

April 27

PAC v0.3.1 Now Available



We hope you guys like the direction we are heading. We are always taking your critism and comments to heart, so keep letting us know what you want to see in the future. Nothing has been off limits, and we are always open to new ideas and suggestions.

Version 0.3.1 Changelog:
  • Further improved HUD.
    * Added red lighting to the trip mines and barrels
    * Added better organization for weapons and future items (internal / under the hood).
    * Fixed * Prespawned everything in once, no multi-spawning with 3 mines stacked on each other.
    * Fixed * Start TAB stats in hidden mode
    * Fixed * Longer Fade in time
    * Fixed * Mouse roll Up instead of down to better weapons.
    * Fixed * Change Early access version to V0.1 on main menu
    * Fixed * Imported new font into HUD and GUI.
    * Fixed * Remove pro tips from main menu.
    * Fixed * Remove grey hit boxes from main menu and pause menu.
    * Fixed * Twonked the HUD/hide xp and level up bar as needed.
    * Added blunderbuster gun weapon, mouse wheel up/down to switch between that and stock weapon.
    * Added Benerelli gun, total of 3 weapons, adjusted and added iron sites
    * FIXED * Fading in when starting game.
    * FIXED * moved point light slightly above to reduce effect -Extra light turns on when sawed off ADS is equipped?
    * FIXED * reticle disappears when using ADS sites
    * Added slow motion, key 4 to activate/deactivate it.
    * FIXED * Added guns back to socket, arms set to invisible.
    * Added basic indicator to show location of ending level teleporter.
    increased emissive glow for explosive barrels
    * tripmines blow up anything that runs over it or held to it, they dont impact drones if they fly over them
    * ceiling lights now spawn in center of rooms and hallways, more uniformly distributed
    * varied scale of decals left by bullets
    * hand icon appears when holding object
    * added audio fx to spinnerbots
    * added ability to push through debris
    * FIXED * barrel red emmisive never shuts off
    * FIXED * Falling death brush is solid black, should be invisible.
    * FIXED * Barrels spawn in crooked, tilted. Leaning tower.
    * FIXED * Destructable barrels and rollers
    * FIXED * Hand icon when hacking as well.
    * FIXED * add press T to throw text when holding
    * FIXED * Throw move a little stronger. to get explosion away from you
    * FIXED * Change muzzle flash 'explosion' to the iron belly muzzle. maybe alter slightly (from P_Explo_flashbank)

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About This Game

DISCLAIMER: THIS GAME IS IN EARLY ACCESS. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT THE DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF INTENDED GAMEPLAY FUNCTIONALITY.

Rebuilt and reimagined on the Unreal 4 engine. PAC is an open world, action survival rogue-like, permadeath FPS. You have only ONE life, and ONE weapon. Armed with only a shotgun, explore an infinite number of procedurally generated dungeons avoiding traps, collecting loot, and fighting off monsters before succumbing to permadeath.

No regeneration. No respawning. No cover system. No ammo dumps. No checkpoints. No quick saves. Pump. Die. Learn. Repeat. Good luck, Captain.


These features are currently in the game and though they are listed, may have bugs that have not been discovered or addressed.

  • Explore procedurally generated dungeons filled with randomly generated props, traps, loot and security bots.
  • 3 Shotgun Types: Each shotgun has its own unique characteristics, ensuring each attempt is a brand new experience.
  • Deploy motion-sensing trip mines, explosive barrels and even rusty old bear traps to gain the advantage.
  • Mix, match and stack different game changing perks that directly effect the way you play. Experiment with different combinations to suit your playstyle, making each attempt a brand new experience.
  • Permadeath: Make every shot, every step, every second count. Waste time and the game will become increasingly harder. Think on your feet and adapt to survive.


  • Steam Cloud
  • Rogue-Lite progression: Dying makes you stronger: When you die you keep any Greenbanks you earned. Spend them on skill points to develop your base stats.
  • More Monsters: Procedurally scaling enemy types varying from all ranges of sci-fi and fantasy to cryptozoology. No genre is truly safe.
  • Shotguns: Loadout with any single shot, over-under, double barrel, pump-action, semi-auto or full-auto shotgun you prefer.
  • Varied Weapons: Not only shotguns, but pistols, automatics and even explosives will be lootable.
  • More Perks: Manipulate everything from stamina, speed, jump height and tracer spread; to ammo type, fire-rate and time control
  • Enemy Breeding
  • Blood & Gore:
  • Co-Op and Multiplayer
  • Global Steam Leaderboards, Achievements and Trading Cards.
  • Virtual Reality: HTC Vive Support.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows Vista, 7, 8, or 8.1
    • Processor: 2.0 ghz dual core
    • Graphics: Nvidia, AMD, or Intel OpenGL 4.0 / DirectX 11 graphics. AMD graphics require driver 15.4 beta or later.
    • DirectX: Version 11
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 14.04 LTS 64-bit
    • Processor: 2.0 ghz dual core 64-bit
    • Memory: 2 GB RAM
    • Graphics: OpenGL 4.0 ATI or Nvidia graphics card with proprietary drivers
    • Storage: 200 MB available space
Customer reviews Learn More
Overall:
Mixed (23 reviews)
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