Abducted is a 3rd person action-adventure game using the latest Unreal 4 technology. Created by former Battlefield and Borderlands Designer Richard Cowgill, Abducted is truly out of this world.
All Reviews:
Positive (26) - 84% of the 26 user reviews for this game are positive.
Release Date:
Jul 5, 2017

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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 looking for input from gamers on a wide range of issues, from graphics to gameplay and controls. Abducted is a game with a lot of different gameplay going on and this is a chance to gather critical feedback before the full release.”

Approximately how long will this game be in Early Access?

“Early Access will continue until it's retail ready. Right now the game is mostly complete, but is still missing sections of gameplay and story. Those portions are being filled in and the game should be complete in 2019.”

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

“The full version will have a complete story. The build is running on Unreal 4, contains samples of where the game is going and is currently being rapidly developed and implemented. If you'd like to see a single player adventure game get developed using cutting edge technology, this game is for you.”

What is the current state of the Early Access version?

“There's plenty of game to try out and play around with.

All of the gameplay systems are up and running and you can get a feel for where it is ultimately going.

All of the characters and abilities are in the game.

All of the level chapters are present and being developed.

As said before, not all of the story is in but is getting quickly implemented.”

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

“It is currently set near it's final price point, although the actual final price is still being evaluated. There's a lot of levels in the game, a lot to explore, interact with and do.”

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

“We want to take everyone's feedback on the game and make it a stronger game on release. There are many opportunities for players to impact the final design of the game by providing feedback in the forums.”
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Buy Sunside Games Collection BUNDLE (?)

Includes 3 items: Abducted, Crow, Abducted Soundtrack


Recent updates View all (104)

May 11

Abducted Beta 1.35 is up, Ray Tracing enabled

The two big items with this update: Abducted is Beta complete, and Real-time Ray Tracing has been added.

Abducted is entering the home stretch as of Beta 1.35. No new level layouts are planned, no major changes or addition to content is going to go in. Now that's not to say 1.35 is completely polished or bug free, it isn't. Abducted still needs final narrative and story elements implemented, and cinematics need a finalization pass.

But that's really it. Largely, the game is visually final (with some exceptions and pending fixes). The overall structure of the game is final. Know that anything that looks visually incomplete is being worked on, and any temp story elements that are there now are a priority to get fixed up.

The other big item is Real-time Ray Tracing or RTRT. Abducted runs the latest Unreal code 4.22.1 and with some tweaks it now supports RTRT.

Keep in mind this is a high end graphics option only, and for people who want to mess around with the cutting edge of graphics tech. The minimum card is an Nvidia GTX 1060, 1070 or 1080, with the RTX series being preferred. If you want to see this on your GTX card, I highly recommend you run the game in a lower resolution (set to 50%-70% resolution scale in the video prefs). I've done my best to optimize it, using every performance tweak and option available to developers right now. Ray Tracing is very expensive obviously.

I'll start a thread in the forums here for RTRT support, how to enable it and various issues.

I would consider this an experimental feature as almost everything about it is quite literally brand new. Going forward this feature will expand and get better, for now its a start! :steamhappy:
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April 3

Mac updated to 1.34, UE4.22 work begun

The Mac version has been updated to beta 1.34 bringing it in sync to the Windows version.

The day after I posted the latest beta, Epic released Unreal 4.22.0. I want to support Ray Tracing so work began right away to bring this feature to Abducted. Preliminarily speaking, I don't think this is going to be difficult to do. More on this in a future post, but I think there are enough fine tuning options available to make this run well on 1080 hardware.

Right now Abducted gets 60fps+ on a 1080 graphics card, epic settings, 1600x900. I think in many cases it does much better than that, ranging from 70-90fps. So a careful implementation of Ray Tracing should get at least 30fps on that same hardware, maybe better. As I mentioned in an earlier post, RT will be a toggle in the video prefs most likely. The game will still look great with current gen rasterized graphics of course. Ray Tracing will take it up a notch and be a quality option for people who care more about beautiful graphics than maximum framerate.

One other technical note: Distance culling may go away as a graphics option. As of Ue4.22, Epic reconfigured how the engine draws lots of objects. In the old days, developers would do culling of objects early and often in order to keep framerate up. Now with the latest engine, there may no longer be any real benefit to doing this. This needs to be evaluated, and some things may still benefit from not being drawn at long range. So we'll see, but I can imagine that it may not matter anymore to cull distant objects. Ray Tracing is very rapidly changing not just the graphics themselves, but how we as developers should consider them.

And keep in mind, Abducted is a game that needs to support large outdoor spaces like this at a very high framerate. It's not just a corridor game, Abducted contains large nonlinear vistas:

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About This Game

Abducted is a 3rd person action-adventure game using the latest Unreal 4 technology. Created by former Battlefield and Borderlands developer Richard Cowgill, Abducted is truly out of this world.

Abducted is a game with focus on a complex storyline, immersive gameplay as well as a mixture of classic adventure game and RPG-lite mechanics. It spans a wide range of gameplay types and environments, everything from a linear corridor type of experience to open world, non-linear gameplay. You can expect plot twists, surprises, and an unconventionally told story with deeper, underlying meanings.

Abducted draws its inspiration from classic adventure games and modernizes these ideas. If you like any form of story driven adventure game Abducted is for you.

Keep in mind, this is Early Access. While the game is very far along in development and the whole game is there, several elements are not yet finished. And bugs do exist, it is not yet ready to be stress tested.

Gameplay & Mechanics

The Arm
One of the most interesting and mysterious things you will do is interact with an alien computer embedded in your arm, which we simply call “The Arm.” Why and how the computer got there is a critical element of the story.

The Arm computer is your primary source of guidance and information. In truth, it’s your only friend and ally in an otherwise baffling and inhospitable world. You interact with your Arm computer by having conversations with it. We have developed a directed free-form conversation system that allows for near endless discussions. In Abducted the flow of conversation is player-driven and not predetermined. This is very different from games such as Mass Effect or Star Wars Knights Of the Old Republic where conversions are fixed in their structure.

What does this mean for you as the player? It means that you can discover things through conversation in a very dynamic way. You may uncover information about your environment that gives you interesting backstory, unlocks a new ability or upgrade, or even saves your life. However, you are never forced to use The Arm. You can have deep hour long conversations with it or you can ignore it entirely.

The Dreamscape
The Dreamscape is the realm all around you, think of it as the world of metadata that you can't physically see. But using your Dreamscape ability, you can leave your physical body and explore this realm free-form. The aliens who made this place, whoever they were, left you all manner of clues and information to be discovered. By exploring the Dreamscape you can solve puzzles, gain critical information and learn things you otherwise couldn't in human form.

In Abducted the environment can be “manipulated” (moved) by the player. Manipulating objects is a mysterious power that The Arm gives to the player.

Some objects in the environment are deadly unless they are restrained from moving. Manipulate can be used to solve puzzles, defensively to create safe areas, or to otherwise save your life. In some cases it can be used to open new paths and hidden locations.

Your Arm can fire a bolt of energy that will obliterate anything in its path. It is a scary and often unwieldy weapon that if left charging too long has the potential to explode, killing you and anything unlucky enough to be in the vicinity.

Pulse and your other abilities will gain upgrades during the course of the story that are narrative-driven. These upgrades stay with you and open up new areas and possibilities.

The alien technology that inhabits your body can generate a close quarters force field that can protect you from incoming attacks. In some cases the Shield will be the difference between life and death. Like Pulse, as the story progresses new abilities will unlock allowing you to do things you otherwise didn't think were possible.

In Abducted exploration is a mechanic in and of itself. The player has to combine critical thinking and his/her other abilities to successfully explore and travel through the environment without being injured or killed in the process.

Sometimes exploration and progression involves run-and-gun intense action where you must use your Shield and Pulse abilities to blast your way through flesh-eating bugs as big as your head. Death in Abducted doesn’t just happen from being eaten. It can also come from all manner of environment hazards.

Uncompromising Art
We may be indie, but we don’t intend on looking like it. Sunside uses advanced 3D techniques that are typically employed in modern AAA games, but we do this more rapidly and with lower cost than big studios. One example of this is our main heroine of the story.

Music and Sound FX
Music and sound effects are extremely important to our environment. We have partnered with Voodoo Highway Music to produce all our music and sound for Abducted, and they have already created a large volume of amazing content for us. The result will be a game that is extremely immersive and environmental.

System Requirements

Mac OS X
    • OS: Windows 7/8
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible graphics card
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Windows 10
    • Processor: Quad core
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible graphics card
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: 10.11
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: OpenGL 4.1 compatible graphics card
    • Storage: 2 GB available space
    • OS: 10.12
    • Processor: Quad Core
    • Memory: 8 GB RAM
    • Graphics: OpenGL 4.1 compatible graphics card
    • Storage: 2 GB available space

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