Escape: Sierra Leone is a single-player exploration-based survival first-person game. With a strong focus on complete freedom, realism, interacting with a vibrant world, and no forced objectives or quests.
User reviews:
Mixed (26 reviews) - 69% of the 26 user reviews for this game are positive.
Release Date: Dec 5, 2016

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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?

“A big appeal of Early Access is being able to avoid partnering up with a publisher, only to have them try to push the project into becoming a poor clone of another popular survival game with an African-themed re-skin. PvP or VR are not something I want to shoehorn into my project just to appease a publisher. Instead, Early Access allows me to hear feedback from the people who actually matter; you, the customers. People who play games and understand what they're talking about.”

Approximately how long will this game be in Early Access?

“I'm aiming for just under a year, it could be more or less depending on various factors such as sales figures, work load at my other job, and what the community wants in regards to tweaks, features, and changes to the game.”

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

“The full version will have more vehicles, more friendly NPC's and quests, more weapons, more ways to escape, and more features. There will also be more variety in inventory items and likely many more ways to interact with items. It will also be more polished, as would be expected for a full version. The early access version is also more resource intensive, and it is planned that the full version will be more optimized and run better. It will also look better as time progresses and I tweak and improve the graphics.

I will be adding Linux, Win32, and Mac support, controller support, workshop support, trading cards, and more languages to the game as the project develops. Priority of these is in that rough order, with my current focus being on a working Linux and Win32 build. There is also a possibility of a console build, after early access.”

What is the current state of the Early Access version?

“Currently most major functionality is in and working smoothly. Game-breaking bugs are minimal, as I've put a lot of time into testing and any I've found, I've fixed. That being said, it's a large game and I've probably missed some bugs. Rest assured that large bugs will have a priority fix ASAP. There are small graphical imperfections and other aesthetic issues still to be worked out.

Some weapons and vehicles are not in yet, or may have placeholder models or animations. For example, there is a Humvee model as I don't have a diesel truck that fits the theme yet, but it will be replaced as the game progresses in development. There are also very few side quests, methods of escape, and friendly NPC's. These will all be bolstered as time goes on. There is also limited OS support currently, with only Windows 7, 8, and 10 X64 being supported.”

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

“The game will release at 10% off for the first week, as a thank you to people who have been supporting and following the project since the early days. Once the project leaves Early Access, it will increase 50% in price.”

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

“There will be a master thread on the discussion board that will detail all known bugs, sorted by priority. There will be a second master thread that details all requested features, sorted by the size of scope they would require. Each one will have a reply on likelihood of it being added as well as the number of times it's been requested. If the community is really pushing for a feature, and hundreds of people are asking about adding something, it will of course get priority consideration. Players are encouraged to post threads in the discussion boards regarding bugs or feature requests. Being as detailed as possible with your posts is greatly appreciated.

Community input will be important on deciding which features to enhance and flesh out, and which to consider reworking or even removing altogether. Anything from weapon degradation/jamming to level design will be subject to change depending on how you, the players feel about it. There will be regular posts asking for community opinions on some notable features. Everyone is welcome to add me on Steam and reach out to me personally to voice their comments and ask questions.”
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Recent updates View all (21)

April 13

Version Is Live! Big News!

We've got some exciting updates this time around. The main attraction is I've opened up the "Operation Freetown" map to everyone. It's extremely work in progress, but will eventually be a more shooter FPS-type close quarters level that will let you play with all the fun weapons in E:SL without having to worry about losing all your progress or wasting precious rounds (there are tons of ammo and guns). A great place to experiment with fun things like RPG's, bullet penetration, and grenades, without affecting your progress in the actual game. You play as an ECOMOG soldier and are given a nice array of some fine hardware. including a G3A3 rifle and the M1911. The save file is separate so don't worry about it messing with your main game progress. OpFreetown will be developed in my spare time along the actual game, it may end up being a finale of some sort for the main game, or just might remain a "Free DLC" spinoff that will serve to let people try out the combat risk free. The full changelog for the rest of the patch can be found below!

Change Log

  • Bullet hole decals are now far more visible and look less transparent.

  • Fixed a bug where decals such as blood splatters could appear very faint in shadowed areas.

  • Increased the darkness of blood splatters, before it was very paint-colored red.

  • Fixed a bug where you could get stuck at the top of the ladder in the temple.

  • Changed the timing of the death groan, previously it was a bit delayed.

  • Fixed a bug where the muzzleflash effect could play once on the death on an enemy.

  • Added a Check for Valid branch to the shrapnel BP.

7 comments Read more

April 6

Version Is Up!

Hello everyone,

Today is a big day and there are some big changes. Particularly in how falling in the water is handled when you have a large item in hand. Now it no longer forces you to drop your weapon, but will instead make you swim slower and drain 3 times more stamina. This will cause you to drown quite quickly if you try to go for a long swim, but prevents "losing" your weapon to the ocean. Check out the change log for the full list, as this is but one of many changes.

Change Log
  • NEW FEATURE: Swimming with a large item in hand no longer drops the weapon in hand, instead it slows you down and increases stamina burn significantly until you drop the weapon or holster it.

  • NEW CRAFTABLE ITEM: Fuel Siphon. This does pretty much what you'd expect. Use it with a jerrycan in hand to fill that jerrycan with fuel from a nearby vehicle. Make sure you have the right type of jerrycan in hand or else it won't work.

  • NEW FEATURE: You can now climb ladders with a large item in your hand. However, it will slow you down so you can't sprint up ladders with your hands full.

  • NEW FEATURE: By request there is now a "Mouse Sensitivity" slider in page 2 of the keybindings page.

  • The "Mental State" stat is now "Fatigue". This is inverted, so it behaves the same way as sickness (less is better). People were often confused as to what Mental State entailed, so hopefully this makes it more clear.

  • Fixed a rather illusive bug where people who bound their Interact/Use button to E would be unable to pick locks. Shout out to Dulakaba for reporting this issue, I've been hunting it forever and never thought to try that.

  • Added more surgical tubing pickups throughout the world (requires a new game start to see these).

  • Added another fishing rod to the game.

  • Added more scrap cloth pickups to the game.

  • Added another sleeping bag pickup to the world.

  • Lowered the amount of oil you need to craft a fishing rod to 500mL from 1000mL.

  • Fixed a small bug with the end game stats screen where it would say N/A for the last two stats as well as the numbers.

9 comments Read more
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About This Game

This game is currently a Beta in Early Access and may not contain all of the features listed here yet, or they may be only partially implemented as place-holders. There will be some bugs and missing content. The ending sequences are currently missing and a WIP. More features and assets will be added as development progresses! Also, this game is very challenging, and shouldn't be purchased unless you enjoy a challenge.

Escape: Sierra Leone is a single-player exploration-based survival first-person game. Focused around complete freedom and interacting with a vibrant world, it takes place on an island chain based loosely off of the real life Banana Islands, along the coast of Sierra Leone. There are approximately 21 square kilometers of terrain to explore, fight, survive and escape from. You start with no weapons, no supplies, no idea of where to go – getting those is up to you. No magic quest arrows pointing where to go, no forced objectives or missions.

Set during the 1997 civil war, the main antagonists are the Revolutionary United Front, a notorious group rebelling against the government. The RUF have occupied the Banana Islands and are on a hunt for diamonds; recruiting who they can and killing, maiming, or enslaving those they can't.

You play as a civilian trying to escape the island. Throughout the game, you are forced to make a series of choices that will eventually lead to you making your escape. Everything from how to approach your attempted escape, to how you interact with other people can have an affect on how everything plays out in the end. The game is totally open and you are never given "quests" or "objectives" beyond simply escaping. You may have encounters during the game in which you are asked to help someone. These are completely open, you can fulfill their request, or simply ignore them, or even kill them, if you wish.

In the 1.0 release, there are at least four methods of escape, and a minimum of 8 different endings that are influenced by choices you make throughout the game. Both of those numbers are likely to rise as development progresses. A compact and simple inventory system will make you think about what food, ammo, guns, or items you want to carry. Combat, while not mandatory in any way, is fairly realistic and very brutal. Each bullet hit or wound causes an appropriate animation and sound effect, for both NPCs and the player.

Key Features:

  • Seamlessly scavenge the entire island for supplies you need to survive, from a banana to an AK-47. No invisible walls or loading screens.
  • Engage in immersive and realistic combat... or don't, if you're the sneaky type.
  • Around 21 square kilometers of hand-painted landscape and vegetation gives you a ton of area to explore.
  • Using a simple and intuitive 12 slot inventory system, make the hard call on which items to keep and which to leave behind.
  • Realistic bullet physics that factors in gravity, wind, and speed into every individual round – all of which can effect penetration, damage dealt, and accuracy.
  • Death comes in more forms than bullets; avoid disease, dehydration, starvation, car crashes, wildlife, and falls.
  • 24 hour day/night cycle with a weather system that includes rain of varying strengths, wind, and a 28-phase moon cycle.
  • Discover and protect safehouses, they are your only chance to save your game and serve as a good spot to stockpile supplies or clean weapons.
  • Find and fuel different kinds of vehicles, from a diesel powered truck to a gas powered motorboat. Walking won't get you anywhere fast!
  • Interact with the environment; from picking a lock, to opening a door, to cooking food on a campfire, to chasing a school of fish, to hunting the local wildlife, there are many ways you are involved in the dynamic world around you.
  • Get lost in the thick jungle, or stroll around the sweeping beaches.
  • Detailed weapon handling including loading and unloading loose rounds into magazines, cleaning your gun, clearing jams, and the option to "quick reload," which drops your old mag on the ground, but reloads faster.
  • Explore an unforgiving, although deceptively pretty island. Never forget how easily the island can and will kill.
  • Hand placed loot allows for a logical placement of items, instead of leaving it up to a random spawning system.
  • No hand-holding or magical GPS-like maps or arrows to push you to success, it's all you!
  • Very limited HUD and a focus on immersion and realism. The HUD is only visible when you prompt it to appear.

System Requirements

    • OS: X64 Windows 7, 8, or 10
    • Processor: Quad-core Intel or AMD, 2.6 GHz or faster
    • Memory: 6 GB RAM
    • Graphics: Nvidia 760
    • DirectX: Version 11
    • Storage: 25 GB available space
    • Additional Notes: System requirements are high in early access, but should come down with time. Nivida cards seem to perform much better than their counterpart AMD cards. Linux, Mac, and 32 bit OS will be supported at a later date.
    • OS: X64 Windows 7, 8, or 10
    • Processor: Quad-core Intel or AMD, 3.2 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: Nvidia 970
    • DirectX: Version 11
    • Storage: 25 GB available space
    • Additional Notes: System requirements are high in early access, but should come down with time. Nivida cards seem to perform much better than their counterpart AMD cards. Linux, Mac, and 32 bit OS will be supported at a later date.
Customer reviews Learn More
Mixed (26 reviews)
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