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.
All Reviews:
Mixed (1,075) - 59% of the 1,075 user reviews for this game are positive.
Release Date:
18 Feb, 2016

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Recent updates View all (30)

30 December, 2018

Roll Call

Hello everyone, before the year is up I think it’s time for an update on the situation with Prospekt. As you may or may not of known I was considering switching over the game to UE4. However after discussion with Valve they have provided me with a more up to date version of the engine and therefore you’ll be happy to hear that Prospekt will stay on Source Engine.

I have been reluctant to expand the team as I have worked on projects where larger teams mean diminishing returns mainly on management and production. However due to my commitments and the sheer amount of work. I am going to take a different approach and give it a shot and today I will start the push to expand the team to a level where we can make more content for the Half-Life universe.

What we desperately still need is a competent C++ developer, this has been a sticking point for us for a long time as these people are gold dust and I can see why as this is a very technical skill set. If you are out there and would love to help us on this project. Please contact me!

I will need the C++ developer to be able to obtain or have a static IP due to security measures. This unfortunately is non negotiable. We can help arrange this if you do not have one but have a static IP service from your ISP.

Also all applicants will need to be able to use version control software and please upon application provide prior examples of work.

The image I have posted shows the roles that we think are required. Anyone interested can contact me here:

If you feel you can contribute in another way still feel free to email in and we will consider your application.

I hope 2019 can bring us a more productive year where we can push on and continue. For now I will bid you a Happy New Year and will see you all in 2019. Hopefully with a awesome team to continue production.

Have Faith.

21 comments Read more

17 August, 2018

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

42 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
  • 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

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

Mature Content Description

The developers describe the content like this:

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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