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?
All Reviews:
Very Positive (483) - 93% of the 483 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 (44)

July 13

Early Access Update Fyrtiotvå (42)

Early Access Update Fyrtiotvå (42)
build id: 5B48FD71

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

Reinforcements Have Arrived
As has been discussed as a potential change to multiplayer I have implemented the option (on by default) to reinforce the team in any multiplayer games (networked or local co-op). When this option is enabled, the rule is that as long as some team member is alive in the mission, new reinforcements will arrive 30 seconds after a team member has died. The intent is for everyone who is dead to be reinforced at the same time, so the practical implication is that you will maximally have to wait 30 seconds after death to be reinforced, but if more than one player has died then some players may end up waiting a shorter period of time; tldr is that you will maximally have to wait 30 seconds to be reinforced. However if the last player dies while the others are waiting to reinforce then the mission will fail; someone must always be alive.

While some people might instinctively feel that this might undermine the tension of the game, initial playtests indicate the opposite; the tension is extended instead. As this is one of the core design goals of Space Beast Terror Fright I'm feeling quite happy about how this seems to be playing out. One example is a single surviving player hiding in the reactor room under cover of several sentries and with access to a nearby breaker, while another player continually reinforced / respawned any number of times trying unsuccessfully to fight their way out of an overrun airlock to get to their stranded teammate. Eventually the reinforcing player was actually able to break out and get back into the game, but ultimately after epic fighting both players died within 30 seconds of each other, and according to the rules the mission was scrubbed.

I'm seeing that the inherent chaos of the game is definitely not being undermined by this rule change, but is rather being intensified. In previous versions a crazy mission would simply result in the death of all team members, but now that isn't quite as binary as it might have been before, and I anticipate a lot of crazy tense and heroic stories to arise from the addition of this feature. It is pure madness, and that's exactly as it should be for this game.

Of course, if you are a player who feels very strongly that "death should be death, end of story" it is possible to turn off the reinforcements feature (among the rules options). Note also that you will never be able to reinforce once the reactor has started to overload.

Character Persistence
As has been requested for the longest time, both Local Area Network and Steam characters are now persistent across program executions, including loadout selection (this is also persisted for local games). The relatively recent addition of the science concept is also persistent, and for networked games the science value of the party host is used.

Miscellaneous
  • Obituary upgrade icons now fade correctly.
  • The splash screen now has animated elements.
As always, thank you for your support and patience.
/nornware AB c/o johno

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13 comments Read more

July 7

Early Access Update Fyrtioett (41)

Early Access Update Fyrtioett (41)
build id: 5B3FC1BA

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

Beast Spawn Animations
As has been discussed over the years, I've felt that the fact that Space Beasts have always spawned instantly from Breaches has been a bit unfair, especially when Random Breaches are enabled. Trying to interact with anything right next to a Breach has for this reason always been extremely risky. Also it hasn't been the best thing aesthetically, as Beasts are just suddenly there on the floor or ceiling.

For these reasons I have now implement as very short (0.75 seconds) spawn animation where the Beast climbs out of the Breach onto the ceiling or onto the floor. During this animation the Beast is not dangerous and can neither interact with players nor civilians. This practically means that there is a chance to escape even if you are standing directly under a Breach when a spawn occurs, not least because that kind of proximity to a Beast will almost certainly max out your adrenaline level and thus give you the highest possible movement speed.

Also interesting is the fact that Sentries near Breaches are that much more effective as they have additional time to kill the Beast before it is completely out of the Breach and moving at normal speed.

Note that Astro-Creeps still spawn instantly.

New Space Beast Paint Jobs
I was always a bit irked by the rather colorful collection of textures that the Space Beasts were using, so I spent some time doing lots of re-texturing and color correction, resulting in a new set of 13 different Beast textures that I feel are more in line with the way the Beasts are supposed to feel. And no, they no longer have eyes, something that I think H.R. Giger really got right... :)

Better Door Damage Feedback
Another pet peeve of mine has been the limited amount of feedback available for the current integrity of any given door. There is an indicator on the side of every door interaction panel, but it's small and hard to see from a distance. While doors that get hit by a Space Beast have always made a noise, vibrated and briefly shown the current integrity, I wanted something more obvious. I have implemented mesh warping / displacement functionality in my toolset, so now the doors cycle through 16 distinct deformations to reflect their current integrity, getting more and more deformed before breaking as before. I expect to work on this aesthetics of this some more, but already it's been good to come upon a door that you hadn't earlier observed to find it quite obviously damaged, giving good hints about Beast activity in the proximity.

Updated Sentry Safety Protocols and Bullet Behaviour
After the last update which included updated Sentry behaviour (aiming speed and lasers among other things) it became obvious that while the new code had more accurate checks for friendly fire it actually resulted in far more frequent "accidents". I can only speculate, but I think this had quite a bit to do with the fact that more accurate hit test code when checking for humans (from the actual barrel to the enemy position) caused Sentries to fire bullets just slightly over the top of or to the side of a player bounding volume. This meant that they would tend towards extremely near misses in the interest of firing as often as possible, but that kind of logic simply doesn't play well with humans moving through the field of fire.

As a result I have switched back to the previous much more conservative "safety check" code, while keeping the new aiming behaviour in place. This definitely results in far fewer cases of the game feeling like the Sentries are deliberately firing on you.

After some testing I finally decided that my very long lived opinion of "ridiculous sentry ricochets being funny" is not appropriate for the game, so now all bullets use the same ricochet code (as the player bullets have for a long time) in that ricochets will happen if the bullet has energy left AND wins a 50% roll AND has a reasonable angle of incidence to the collided surface. The bottom line is that Sentry bullets will no longer reflect straight back from perpendicular walls as has been the case for the longest time. I'm thinking that there are enough things in the game that can kill you, so I think this change is the right thing to do.

Note however that Fences will still reflect all bullets, so watch your background when firing down long corridors with active Fences, not to mention shotgun fire near Fences... :P

Icy Space Windows
I initially felt that the addition of space windows really made the game feel more friendly instead of less so. This probably had a lot to do with it not constantly being a cramped indoor space, but feeling like there was something beyond, as well perhaps as the fact that the windows let in a little bit of light that can be used for navigation even during a power failure with a broken flashlight.

I happened to be watching a lot of Star Wars Clone Wars (the animated series) lately, and I noticed that they always used the indication of ice around the edges of all "space windows" on that show, so I tried it out and found that it really sells the fantasy pretty well.

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

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17 comments Read more
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Reviews

“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”
Destructoid

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

    Minimum:
    • 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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