Be a Supporter!


rated 4.45 / 5 stars
Share Links:
Action - Shooter - Multidirectional

Credits & Info

Dec 30, 2011 | 8:26 AM EST
  • Daily 2nd Place December 31, 2011

If you liked this, check these out!

Log in to save your medals! Don't have an account? Create one for free!

First Blood 5 Points Killed the first Alien in Story mode
Go Jameson! 5 Points Unlock a mag-lock
Got it! 5 Points Collect mfm card
Hax0r 5 Points Hack a terminal
Run! 5 Points Trigger the explosives
Suck it 5 Points Complete a wave in Swarm mode
Armed to the teeth 10 Points Buy your first weapon
Bug hunter 10 Points Killed your first boss
Hax0r II 10 Points Hack gun turrets
One down 10 Points Completed first story level
Power up 10 Points Buy a weapon upgrade
Pushing On 10 Points Completed second story level
Afraid of the dark 25 Points Completed third story level
Clock beaten 25 Points Completed sixth story level
Game, match and... 25 Points Complete a set in Swarm mode
Goal! 25 Points Find the 2nd Easter Egg
Job done 25 Points Completed seventh story level
Lulz 25 Points Completed fifth story level
Snow ? 25 Points Completed forth story level
Spanked it 25 Points Complete a round in Swarm mode
El presidente 100 Points Rank 50
The daddy 100 Points Complete all the challenges
Its floating Secret Medal: Unlock this medal to view its details!

Author Comments

"The owl men are here, and they're so very hungry."

Gary Mason, former head of security, Outpost:Haven.

A distress call wakes you and your crew mate from C-Sleep. A suspected rad leak at the nearby Outpost space station needs investigating. Don't worry, it should just be a quick jump in, jump out job...


< Edit - Just wanted to say a huge thank you to everyone whose taken the time to play, vote and review the game. We may not have replied to all the comments but we have read them all, even the mental ones. Cheers - Squize >

- Level 3 made easier. Also forcefield is triggered during vulnerable sections of the level.
- El presidente medal fixed.
- Challenges fixed, no more broken numbers.
- Various tweaks and fixes.

- Bug with weapons unavailable in Swarm mode fixed.
- Turrets accuracy fixed.
- Console intro can be skipped by clicking.
- Level 3 tweaked so its less likely to break ( Yet again )
- Shout out to the NG boys who helped with bugs in the credits.
- Various tweaks and fixes.

- Challenges should be less buggy.
- Reduced the chance of being stuck in a spawn hole.
- Invisible objects fixed.
- I'm sure someone said faster running would be nice ? Done.

- A bit of retconning ready for Outpost 2, plus a little teaser.
- Minor tweaks and fixes
- Full screen mode if you've got Flash 11.3 or greater installed.

Just a note on the quality settings, its already running in low quality, hence the lack of in-game option for it.



Rated 4.5 / 5 stars

Reminiscent of Dead Space

Gripe #1: Enemies have no attack animations. They just stand there.
Sorry if some of these have been mentioned before.
All the loading screen tips that mattered showed up too late! You need to work on that. Maybe force a display order.
No block moving puzzles? Awww.... (just kidding)
Completed Objectives showed weird numbers, like Progress: -31100%. The bars were glitched too. I think you know about that, though.
Selecting weapons is really slow. Every... time... you have to wait for the cute little animation to finish. It would be better if the game didn't animate the weapons and didn't pause on weapon switching, so you could hold shift and select with the mouse, releasing to switch. Many games use a system like that, and pausing kills the tension.
I didn't have any issues with the door hacking segment.
I did like how you could fake out the turrets when they try to get a lead on you.
Charging money for timing failure is the dumbest part of the game. Other than that, however, the balance of money and XP flow was flawlessly balanced, something few games ever accomplish.
It's really annoying that you can't see the roach holes very well, yet you can't walk over them. The best way to fix that would be to allow walking over them.
All of the bosses were poorly designed and not very entertaining in general.
In Swarm Mode, I can't seem to get weapons that I bought in Story Mode. They are UNABLE to be bought. Period. Biggest problem by far.
Some weapons have trouble hitting enemies directly in front of you, even the Rocket Launcher... which also doesn't explode sometimes when you are being mobbed by large enemies.
Upgrading Mag Size increases ammo pickup amounts. Doesn't make much sense.
For a while, I thought Rapid Fire was a misnomer. The terminal names the stat 'Reload Speed', which I thought was synonymous to 'Mag Change'. Fix that to something like 'Rate of Fire' or 'Refire Speed'.
Objectives need to specify exact quantities, not just percentages.
The Pulse Rifle doesn't have a max ammo that is a multiple of clip capacity, with or without Large Mags. That's a little odd.
Swarm didn't get harder. Make it ramp into 'Impossible' as you progress so that high scores actually mean something. Swarm was boring. Boring.
On the bright side, it was well-made and polished, with quality sound design and graphics. The story was good enough, no complaints there. The mood was well accomplished, especially for a top-down, although definite improvements are possible. Overall, it was a job well done, and fixing a few things will make it even better. This game could be given premium content to great success, if that's what you care about.

People find this review helpful!
Squize responds:

I love your weapon selecting idea. I think it may well be too much of a ball ache to add it to this game, but I'm def going to use that.
Thanks for the bug report too. I'm on the beer all day tomorrow, so hopefully Monday I'll be able to sit down and fix all these ( So long as the hang over isn't too bad ).

With the secure terminals, I couldn't think of a way to penalise the player for getting it wrong. Losing health threw up so many problems, so taking cash was the easiest solution. Not ideal, and it'll teach me not to plan.

The thing about the pulse rifle ammo, I never even considered that :) I just put a spreadsheet together and played with values for all the weapons until they felt right. Even then I had to tweak the flame thrower at the last minute as it was just too powerful.

Great points, thank you.


Rated 4.5 / 5 stars

Turned out better than expcted

At first I was totally unimpressed with the cliche space station, aliens, standard sound efx and just the general feel of the game. However, after a few upgrades, the game really came to life. The SMG is one of the best weapons Ive ever played in a game like this. Aliens came in waves and I even jumped a few times when I wasnt paying attention and got ambushed. I liked how quickly health diminished and how I was constantly worrying about ammunition levels. For those who complain about the pistol......why even use it? Its a great game, Id love to see it as an android app.

People find this review helpful!
Squize responds:

There is actually a build on my Android phone right now, but it runs like a pig. It would take so much effort to re-code things to make it run quickly that's its not really worth it. I'd rather invest that time in the sequel.

Thanks for the review, funnily enough it turned out better than I expected ;)


Rated 4.5 / 5 stars

Well polished game, but

This game is well polished, and has a good professional design, but here are the problems:

1. Everything is SLOW. Your character is very slow, and everything interface-related is slow. It takes forever to change your weapon (as opposed to pressing 1-5 or Q/E), opening your handheld takes forever with its loading screen (come on, even smartphones in modern-day technology is faster), and the supply terminal interface has this really annoying start-up time (which seems pretty pointless to me). The slowness of the interface is a bad sacrifice of gameplay for just the sake of style.

2. Given the amount of art in the game, there should be better monsters. The monsters are very one-dimensional, and behave unrealistically. For example, the big monster just fire straight ahead without even bothering to aim.

3. A lot of the weapons are pointless. For example, the vulcan is pretty much useless, I think.

4. After you die, you respawn at some random place which is very confusing.


Rated 4 / 5 stars

Great game to end the year on.

I liked the game, reminded me a bit of Doom 3, but there were some bugs that I found in my short time playing.

The biggest issue for me was that the screen margins were off and most of my HUD was cut off, rendering the words that appeared at the bottom of the screen almost not comprehensible.

Another bug was that because the creatures can push objects (like boxes, chairs, tables, etc.) they were able to push the objects through walls.

Also, when the player tries to do the same, the object awkwardly bounces away from the wall like two magnets of the same polarization. This isn't really a bug, just more of something that doesn't feel right.

The fact that the flashlight doesn't do nearly as much as it should, has a really short range, and goes through walls, I feel as though it shouldn't be there and is an annoyance at most.

Something else that just bothers me is that there isn't any confirmation at the supply terminal. It's just, "Oh, just bought the gun that I didn't want, oh well, there goes all my money."

The radar is something that just takes the thrill from the game. If I know where the enemies are, it defeats the purpose of a jump scare. I wouldn't mind if it was just a mini-map.
Now I would like to say what I enjoy about the game.

The sound effects are good and loud, making it so I shit myself when I open a door and monster is on the other side.

The sprites for the monsters are well made as well as the player's sprite.

Level design is an issue for others as I see, while this game doesn't have long paths that just lead into a dead end. In this game, its small, straight-forward gameplay.

Overall, it reminds me of Doom 3 (as i said at the beginning.)

Squize responds:

The thing with the physics allowing items to be pushed through walls, it was a trade off. You can have really robust physics, but they cost a lot of CPU time, meaning more people will suffer lag on less than great machines.
We opted to have the odd break in physics just to have so many objects in there. Not perfect I know, but I'd rather see a 500lb alien push a chair or a crate than just rub up against it.

Thanks for the review and playing it.


Rated 4.5 / 5 stars

Good Idea!

If it were original though... anyway its a great game and im guessing you got this idea from Alien Swarm on steam? if not, GREAT JOB!

Squize responds:

Alien Breed on the Amiga :)