You are F, fighting to survive a F-less, sun-rotted world of cows. Reclaim your stolen body, recover your lost memories, and bring your people back before the betrayer and the cows swallows everything. (Steam Edition)

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“CFS 3 has been in development since 2022, and Early Access is the most realistic way to get it finished. I would rather build the rest of it in the open than disappear for years and hope I guessed right. The opening chapters are complete and playable start to finish, and the remaining chapters are designed and in active development — I want players in the world while I build them. Feedback matters here in particular: I can confirm that a system works, but not whether an encounter is fair or an objective reads clearly to someone who is not me. I have played my own game so often that my sense of difficulty is not trustworthy anymore. I am seeing this through to 1.0.”

Approximately how long will this game be in Early Access?

“CFS 3 enters Early Access this year, and the full 1.0 release is planned for roughly 2027. That estimate covers everything that is left: the story's remaining chapters, final art where placeholders remain, and the ordinary work of fixing what players find. Development here is small scale, so a hard stretch of bugs or an encounter that needs rebuilding can move things — if the date shifts, I will say so on the store page rather than let it slide quietly. I will keep the store page and the patch notes current as each chapter lands, so you can judge the pace from what actually ships.”

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

“The Early Access build ends at a deliberate stopping point partway through the story. The full version carries on from there: several more regions, new enemies and bosses, and the conclusion of threads that Early Access intentionally leaves open. I am not going to list any of it in detail — this game leans on surprise, and I would rather you meet what is ahead without a roadmap of spoilers. Beyond new content, the full version means final art in place of the pieces that are still temporary, plus all the accumulated performance, collision and bug work from Early Access.”

What is the current state of the Early Access version?

“Buying today gets you a continuous, finished run of a few hours with a clear "to be continued" point at the end. It takes you from a full opening and tutorial through a hub and several distinct regions, each with its own look, puzzles, enemies and boss. The core systems are all in place: saving with multiple slots, fast travel, a skill tree, an inventory, and ranged and melee combat. It is a complete, polished slice rather than a sandbox of disconnected pieces — you play it start to stop like a finished game that simply is not finished yet. Some enemy art is still temporary, and I am actively fixing bugs and performance as they are found.”

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

“No. The price will stay the same when the game leaves Early Access. I would rather people buy in early at a price that does not change than feel they have to rush before an increase or wait for one to pass. Anyone who buys during Early Access keeps the game and gets every update at no extra cost, including the 1.0 release itself. If that ever has to change I will announce it on the store page well ahead of time rather than change it quietly.”

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

“The Steam discussion boards are the main channel, and I will keep a pinned thread for bug reports and read it. What helps most: crashes and bugs with a note about what you were doing at the time, performance and framerate on your hardware, how difficulty and balance feel across the bosses, whether objectives read clearly, and whether the game's bigger decisions actually felt like decisions. That feedback directly shapes how I build what comes next. I will post patch notes with each update so you can see what came from player reports.”
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This game is not yet available on Steam

Planned Release Date: 2026

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About This Game

WARNING: This game is not recommended for people with photosensitive epilepsy.

CFS 3 > is a surreal first-person horror shooter set in a corrupted, sun-rotted pasture that was never meant to load. 

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• Blinking!! A mandatory blinking mechanic keeps you on edge — let the timer run and your vision dies out, blurs at the edges, waters over, and your aim and movement degrade until you blink it away.

• Aggressive first-person combat using guns, improvised weapons, and whatever else gets the job done.

• Kill cows before the cows, flowers, tunnels, or local weather kill you first.

• Travel through pastures of manure and go in strange holes!

• A genre “everything” its complete nonsense.

• No handholding.

• Now Coming Soon on Steam!!!

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⤷ Created By : Orange Juice

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Ai Is used in CFS Music Production and Concepts To Pave A strong Future. Music is all temporary and eventually replaced by hopefully LG And WW

System Requirements

    Minimum:
    • OS: Windows 10 64‑bit
    • Processor: Intel Core i3‑4170 / AMD FX‑6300
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 / AMD Radeon R7 260X (2 GB VRAM)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX‑compatible / onboard audio
    Recommended:
    • OS: Windows 10/11 64‑bit
    • Processor: Intel Core i5‑7400 / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 (4–6 GB VRAM)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX‑compatible / onboard audio
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