Prospekt begins in the Nova Prospekt prison in the Half-Life universe. Gordon Freeman is slowly being overrun by soldiers in the prison, however unknown to him, his Vortigaunt allies manage to find some help from a forgotten hero.
Recent Reviews:
Mostly Positive (14) - 71% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Mixed (1,066) - 59% of the 1,066 user reviews for this game are positive.
Release Date:
Feb 18, 2016

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Recent updates View all (29)

August 17

Updat ( Update ) on Prospekt

Hello everyone Richard here, it’s been some time since the last update, so I think it’s time to keep people up to date and posted on the situation. Firstly, for all of you that supported me with my second game release you rock, Gunsmith had a great launch and we’re in a much better position now to continue with game development on all titles. As I explained to people earlier in 2018 I needed to secure my position as a game designer and a business to continue making progress on all titles.

So for that I thank you all for your support and patience in turning the situation around.
In regard to Prospekt and it’s future. I have noticed there is understandably low morale among quite a few of you and I just want to address that. Over the last 4/6 weeks I have been looking into moving Prospekt onto the Unreal 4 engine.

Now I understand many of you will find this strange.

“What’s the point of moving it to Unreal 4 when Prospekt is already finished?” Etc.

There are many questions like this floating around so I’ll just address a few. Firstly, this is very much a maybe situation and I’m trying to get to the bottom of whether it can be done or not. As you can imagine there are some complexities around switching engines and the powers at be must decide if that is something that can be done. I am still waiting on this. If it’s a flat out no then we shall continue to do what we are already doing. If it is a yes however then it will be my intention to do this.

Why? Well I’m just going to say it how I see it. It is my honest opinion that Source engine is and has fallen behind modern day standards. Not only in its technical ability but in it’s support as well. That is hard to say as I am a massive fan of this engine and it all blew us away back in 2003 with it’s impressive features. And credit to it for punching above it’s weight for so long. I remember leaving my PC on overnight to download a 300mb video of Counter Strike Source because my internet speed sucked at the time. But when I got home after school that day I was blown away at the leap in technological advancement.

I will also say there are teams using it that have had great success and it’s performed perfectly for them so I’m not discrediting it in that regard at all. However, these days for a small team that is trying to implement new features that is not the case. It’s proving extremely hard. It’s not that it can’t be done because it can, but it’s just hard to do and the framework is not streamlined. I don’t give up on issues easily so when I say hard I mean it’s hard.

Can I stress I’m talking about Source Engine 1 not Source 2. Which I’m sure when and if that arises will be much, much better. However, I have no idea when or if that is ever coming and that means I cannot plan a future down that path. However, if S2 was a thing I would absolutely love to work with it and see what it can do.

Having worked in UE4 now for over a year I’ve seen what it can bring to the table. Not just great graphical fidelity but also good optimisation, distribution methods that are almost automated and many other things that have had the heavy lifting done to save much needed time during the development. Not to mention almost weekly updates with fixes and or improvements and on hand support.

As a small team these kind of features make a massive difference, it’s hard to explain how much of a difference it makes but to sum it up here’s an example. If you came and asked me, “Rich we want to do X in Source” Id say “I’m not too sure if you can without a tonne of work and I don’t know of any tutorials or guidance on that” If you asked me the same question about UE4 id be able to say “I’m pretty sure you could do that without much trouble and im fairly sure there’s information on it. I know that's quite vague but that is the general feel.

I’m not naming any names but I feel these reasons are probably why many others are migrating over to UE4 as well and I feel this will slowly begin to happen with everyone.

On top of all of this is the main factor. I want to make great games for you, the players and fans that love this universe of Half-life just as I do. When I see what I can make and the potential for the game down this path, it’s a no brainer. We can achieve much more and deliver better content. Instead of engineering the actual engine and bringing it up to speed we want to just use an engine that can help us to make a great game. We do not have the infrastructure to adapt an engine to our needs at that deep level.

If we can’t make the move then I will endeavour to continue production regardless and I will see what I can do in regards to upgrading and improving the current situation.

But that is where I stand. We will wait and see what our next move is. Please don’t be disheartened this is just a slow-moving situation but I am still here.
Also, for all of you that are asking will you have to pay again no, it will be a free update to everyone that already owns the game. If we do massive extensive work on the game and it gets a tonne of more features on top of the base game that everyone already owns, then maybe. But that is a long way on the horizon.

I have big ideas for the future of Prospekt. It will take time, but we will get there.

All the best

37 comments Read more

April 13

It's been a while.

Hey everyone, Rich here. Well well well... It’s been quite some time since our last update. You’re probably all eager to find out what is to come so let me get you all up to speed. Firstly, big thank you to everyone that is reviewing the game lately as it seems the game is really starting to shift in the right direction even if it has taken 2 years and the decimation of my soul. Were close to 60% now and i'm sure with more updates and support we can get the game even better.

I’ve taken a back seat with Prospekt lately as some of you may know i'm working on my second game Gunsmith which is due for launch very soon. I have chipped in now and then, provided 3D models, design tips and some guidance on getting work more professional. I have to say a massive well done to the guys that are working on Prospekt now as they are improving their skills and craft to make some really top quality work.

We are making progress on the game in all directions, some faster than others. For example, we have the mapping pretty much solid. We can map what we want, when we want, and to a very high standard now. David ( Phenomene ) as some of you may know him as. Has done some brilliant work on improving existing levels and making entirely new ones.

But we know that in order to improve the game we need more than just more maps. Which is why we are focusing on a better narrative ( which includes new and existing characters in the Half-Life universe ) to add to the story. We also know we need new items and experiences ( which includes new weapons and challenges ).

I'm not at liberty to say right now what new characters are coming as it would be a massive spoiler for all of you but I think you will love it when it is finished. Hidden ( our character and weapons 3D modeler ) Is doing a great job at refining one of our main characters and he is shaping up nicely.

One big issue in particular that I have been pondering. How do you update a linear game so that we introduce improvements but not spoil what is to come or change the entire game without other parts being ready to supplement this. It’s a tough one. We do have changes we could push now up to the game. But the effect would be well, meh. What I ideally would like is to have a really large almost 2.0 style update where people want to replay the entire game. If we trickle feed all our improvements this effect I feel will fall flat.

However, I also don’t want you all to be waiting around for a long time with no new content to play so i’m thinking about introducing some extra content via the bonus maps to keep things fun while the wait is on.

It’s a tricky one but we will find a way. I know you have waited a long time for this update so I will confirm a few things so you have something to look forward to. Firstly, the infamous wrench will be making a comeback. This will also be accompanied by the Desert Eagle and a new Shotgun. All of these are working and in game. They are still currently being worked on and I only really want to show them off officially when they are done. I will also confirm the new view model is shaping up nicely. All of these things I need to put some time aside to re-texture in Substance Painter. When you read this Pheno i am sorry I still have not done this please don’t hate me.

I will sign off by thanking you all for being an awesome community, in our Discord especially, and for sticking with the game. I will hopefully be able to focus a bit more on Prospekt after I launch Gunsmith . But unfortunately as many of you understand. I’ve gotta pay the bills and that means launching another game to help me do that.

We are crafting something really enjoyable, however I must say working in Source is becoming ever increasingly labour intensive. We are working with tools and software now with no updates or support for a long time. Therefore things we would like to do sometimes come slow. This mixed with availability makes it hard. But we endure and we progress slowly towards our goal.

Hopefully the next update will be something you can all actually play, rather then just read me waffling on.

All the best.

39 comments Read more

About This Game

After improving the game and having many play testers play Prospekt. Today i'm releasing a huge update for the Summer Sale! This includes:

  • Extended gameplay with whole new levels.
  • Greatly refined gameplay for a much more enjoyable experience.
  • Greatly improved graphics including some Ultra high definition textures.
  • Real time dynamic lighting.
  • Real time dynamic environments.
  • New special effects
  • Much more brand new content.
  • Better game flow with better balance.
  • And much more!

Thank you to everyone who has tested this version of the game behind the scenes and leaving feedback on what you have wanted me to improve. Much more to come soon!

  • Substantial, highly-polished and totally new addition to the Half-Life 2 universe, comparable to Half-Life 2: Episode One in length
  • Developed by one person, 25 year old Richard Seabrook
  • Official Valve approval for Half-Life 2 license and assets
  • Standalone PC game built using the Source engine - no requirement for Half-Life 2
  • Continues the story of Opposing Force, Gearbox Software’s (Borderlands) update that tells the original Half-Life 2 story from the perspective of the Marines.
  • Gordon Freeman is cornered and being overrun by soldiers in the Nova Prospekt prison; the player controls US Marine Adrian Shephard - the unsung hero - as he’s teleported in by Freeman’s Vortigaunt allies to help fight back.
  • 13 new levels featuring fully-scripted puzzles and action sequences, all carefully integrated into the Half-Life 2 story
  • Substantial graphical updates over the original game, including but not limited to:
  • New Textures
  • New Models
  • Updated high resolution Combine soldier skins with improved normal mapping
  • Updated high resolution textures
  • Updated lighting
  • Higher resolution models
  • Increased cube mapping
  • Over 20 new particle effects
  • Modded HUD
  • Modded VGUI
  • New player model skin
  • Return to Xen
  • New voice acting
  • New music
  • New AI improvements, such as soldiers attempting to undo the player’s actions

Thank you everyone for your immense support! I can’t wait to hear what you think of the finished game and work the feedback into my next project.

This game contains STRONG language that may not be suitable for minors and younger audiences. Player discretion is advised.

Mature Content Description

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content

System Requirements

    • OS: Windows XP or higher
    • Processor: 3.0 GHz Pentium 4, Dual Core 2.0 (or higher) or Athlon 64 X2 (or higher)
    • Memory: 1 GB XP / 2 GB Vista & 7 MB RAM
    • Graphics: Video card must be 128 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 2.0b (ATI Radeon X800 or higher / NVIDIA GeForce 7600 or higher / Intel HD Graphics 2000 or higher)
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Sound Card: N/A
    • OS: Windows XP or higher
    • Processor: Intel i5 or higher
    • Memory: 8 GB RAM
    • Graphics: 3 GB Graphics Ram
    • Storage: 12 GB available space
    • Sound Card: N/A

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