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?
Recent Reviews:
Very Positive (11) - 100% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (548) - 93% of the 548 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 (46)

November 5, 2018

Early Access Update Fyrtiofyra (44)

Early Access Update Fyrtiofyra (44)
build id: 5BE09DC5

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

Network Implementation 4 (Client / Server version 2)
The last update (43) introduced a new networking architecture to SBTF, with the express goal of enabling joining and leaving the mission at any time without any disruptions. Unfortunately it appears that many players are experiencing a much higher degree of latency as a result of this change, even to the point of making the game unplayable.

This update (44) is concerned with minimizing this perceived latency, and explicit high-latency simulated tests have shown it to be quite robust; of course, testing in the wild in real internet conditions will always be required to know for sure.

One side-effect of the techniques utilized is that both clients and hosts use more bandwidth than in Update 43. If bandwidth usage proves to be a problem, I have some ideas on how to reduce this if necessary.

  • It appears that some user have trouble starting the game for the first time on a clean install, and that starting in windowed mode seems to solve this. For this reason the game will start in windowed mode by default (without a settings file). Alt+Enter will as always switch between windowed and fullscreen modes at any time, and the current mode will be saved in the settings file on program exit.

  • The creation of the world / environment / "spaceship" mesh now uses a deterministic random number generator (based on the current mission seed) to ensure that it is generated exactly the same for all players in a networked game; this was not previously the case.

  • A bug where fences would sometimes be rotated 90-degrees wrong has been identified and fixed.

  • Party options (private / reinforcements / friendly fire) are now shown in the non-interactive advanced mission config screen (applicable for non-hosts)
As always, thank you for your support and patience.
/nornware AB c/o johno

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October 20, 2018

Early Access Update Fyrtiotre (43)

Early Access Update Fyrtiotre (43)
build id: 5BCB03E7

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

Network Implementation 3 (Client / Server)
In SBTF networking / multiplayer it hasn't historically been possible to join games in progress (in-mission) nor to leave a game in progress (in-mission) without forcing the game to tear down the mission for all players. This was because... architecture, but all of this changes now.

The party host in a networked game is now technically a server, and all other players are clients. The most important implications of this are that as long as the host remains operative other players can come and go as they please without disrupting the game on a technical level.

It also means that the bandwidth / latency conditions of any given client will only affect that client and not the rest of the game. Conversely it also means that the bandwidth / latency conditions of the party host (being the server) will affect everyone in the game.

Client / non-host players bandwidth usage has decreased from around 20kbps to around 7kbps, and server / host players bandwidth usage has increased from around 20kbps to a maximum of around 100kbps, depending on how busy the mission is (in terms of active enemies).

To be super-clear, this new client-server architecture does NOT imply that SBTF involves any kind of centralized / dedicated servers run in data centers by nornware or anyone else. It simply means that one of the players in the game assumes the role of the authoritative / high bandwidth node in the game (the server).

Bottom line: As long as the party host (server) stays in the game then all other players / nodes (clients) can join and leave at any time, and if the party host (server) is on a decent internet pipe then things will be great.

Caveat: You can't join a party where the host is currently launching. This is simply because the server / host will be busy preparing the simulation and visualization locally while launching, and the network will be temporarily unresponsive. You can see this in the network pub as party buttons getting temporarily greyed out while the host is launching.

Replays of networked games had to go
Replays have always been based both on the deterministic nature of the game simulation coupled with the availability of all player inputs for the entire mission. While this information previously was always available, it is now with the latest network architecture only available for local games (1-4 players).

Previously it also worked in the networked case as Peer2 (the legacy architecture) was based on all players (eventually) getting all inputs for the mission in order to independently converge the simulation to a common place. This meant that replays could be recorded for network games just like for local games.

CLSV1 (the new architecture) doesn't rely on nor guarantee that all player inputs arrive at all player nodes, so replays cannot be stored and hence the simulation cannot be played back. Couple this with the complexity of players potentially coming and going at any time during a mission and you can see why things immediately get very complicated.

To be completely accurate the host / server is there for the entire mission and for all potential comings and goings of remote players / clients, so replays COULD be recorded on host machines. Right now however no network game is recorded regardless, but if someone really really wants the ability to record replays on the host this could be considered in the future; yell at me in the forums.

Party level options
From a "vibe" perspective SBTF runs the risk of changing a bit with the addition of drop-in / drop-out capabilities, as the game as originally envisioned is really about the player having a single chance at tackling a level, with death completely wiping all character progression (permadeath).

The addition of the reinforcement option a while back was originally intended to increase "time in combat" for all players, since dying in a multiplayer game originally meant that you had to sit around waiting for the next mission. This was also a serious problem since a dead player who didn't want to wait around and left the game would tear the mission down for everyone remaining; again, this has now been fixed with the new network architecture.

I am however aware of the "change in flavor" that an option like reinforcements brings to SBTF, and that some players really don't like how it undermines the "hardcore-ness" of the game as played without reinforcements. In the interest of both increasing accessibility of the multiplayer SBTF experience (which reinforcements is an example of) while not completely alienating the hardcore players, I have implemented the concept of "Party Options".

Party Options are separate from Seed / Plan / Rules settings, being as they are at a bit of a higher level and logically more related to the intended play style of the party as a whole. All of these options are available via the Advanced Config screen when setting up a mission, and the new Party Options are as follows:
  • Public / Private: As has always existed, you can set the party to accept anyone or just your Steam Friends. This option defaults to public (everyone allowed).

  • Friendly Fire: This new option allows for the damage caused to players by other players' weapons fire to be turned off. Note that even when damage is off, all other disorienting effects like aim disruption and screen flash still occur, you will simply not take any electronics systems damage. This option defaults to on (players damage each other)

  • Reinforcements: As before, when this is on dead players will be reinforced with fresh characters after 30 seconds. This defaults to on (dead players will be reinforced).
With these changes an even higher degree of customization of the SBTF experience is possible. Most notably this solves the issue of Randomize All randomizing the Reinforcements option, as it is now a party level option and not a mission level (rules) option (Randomize All does not affect Party Options).

The state of Party Options are clearly visible in the party list, hopefully aiding players in selecting the kind of experience they want.

Edge cases and (un?)expected behavior
One thing that is probably not as expected is that a player dropping into a mission in progress will always result in that player spawning immediately, regardless of mission status / reinforcement enabled or not / timings, etc. This is because any other behavior introduces a new state for the player, namely "in the mission but yet to be alive". I'm assuming that players would expect reinforcement rules to be respected (in that if reinforcements are off then players dropping in will NOT spawn), but all the permutations of this are not trivial.

For example I definitely don't want to allow private/friends-only parties with reinforcements OFF to disallow drop-in; that would completely invalidate most of the work that I've been doing these past months and the goal of making the game more inclusive. Even in the case of a friends-only game without reinforcements I want a group of friends to be able to start at any time without waiting for all participants, and then have more friends come to (and go from) the party later at any time (in-mission or not).

Another example is a public game with reinforcements ON that is in-mission, and then a new player drops-in. Should that player automatically have to wait 30 seconds (reinforcement delay) AFTER loading the mission to join play, or is that just irritating?

If the expected behavior in such cases turns out to be that we want the mentioned "in the mission but yet to be alive" / "observer" state for players then that will be implemented, but at the moment there are so many new permutations and play styles emerging from all these changes that I think the community needs to get a feel for it first; that's why I'm keeping things simple for now.

There are also probably a lot of possible exploits regarding characters as well as reinforcement timings now that persistence is implemented for multiplayer characters. For example dying, dropping out, and then dropping back in will currently probably restore the dead character as well as potentially circumvent the reinforcement delay. The expected behaviors in all of these edge cases need to be explored.

  • Repair stations will now repair as many systems as possible in single go (depending on how much is damaged and how many uses remain in the station). The pre-interaction prompt displays damaged systems to be repaired, and the post-interaction prompt displays systems that were repaired.

  • Infravision use now longer drains the battery 4x normal, which should hopefully see more use of this upgrade.

  • Ammo reload rate per science level has been lowered from 5 to 3.

  • Enemies present in the airlock at the time of reinforcement are silently and invisibly removed, in order to allow the player to at least get their bearings before (potentially) being murdered right outside the airlock instead... :P

  • Because of the ability to join missions in progress, it is now possible to select desired weapon loadout even before joining a party (the option also remains in the party lobby).

  • There is now only a single button for hosting a party from the pub. The default is always to start a public party, with the new party level options available for modification once in the configuration screen.

  • Mission configs are now bit-packed (all options in 32 bits), and strings are now of the format: SEED|OPTIONS, for example DEADFACE|0068FACE.

  • Sentries are now a Plan option instead of a Rules option since it is an immutable part of the mission.

  • Invert Barriers now properly affects lab doors.

  • Door Chance now properly affects lab doors.
As always, thank you for your support and patience.
/nornware AB c/o johno

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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
    • プロセッサー: Intel Core 2 Duo T9600 2.8 GHz
    • メモリー: 2 GB RAM
    • グラフィック: DirectX 9.0c compliant (shader model 2) GPU
    • DirectX: Version 9.0c
    • ストレージ: 200 MB 利用可能
    • サウンドカード: DirectSound 3 compatible sound card

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