Be a Supporter!

Credits & Info

Uploaded
Dec 2, 2013 | 7:47 AM EST
  • Daily 2nd Place December 3, 2013

If you liked this, check these out!


Author Comments

“What you are now we used to be; what we are now you will be...”

What happened to Lee in 2011's "Outpost:Haven" was only half the story. In comparison, Lee was the lucky one.

Spread over ten levels we go back and forth in time with both Lee and Jameson on Haven and the planet below to discover its secrets in this survival horror game.
Swarm mode makes a welcome return, with a greater depth of gameplay.
This time let's even the odds, with more weapons and multiple armor combinations the battle is truly on.

Please note, the specular lighting option requires a powerful machine. The game runs in low quality by default and is the recommended setting.

Chrome users, there's a bug if you quit out of fullscreen. Sorry it's out of our hands, so keep that in mind if you need to quit out ( The game saves often so not all is lost if it happens, but it's still annoying I know ).

Thanks to everyone whose taken the time to play / vote / review the game, you're the best.

Turn the lights off, the volume up, hit full screen and shoot some aliens.

Reviews


camolotthecrreatorcamolotthecrreator

Rated 5 / 5 stars

the environment, the monsters, the storyline, you- they all come together in this fantastic game to form the scariest- and most fun- flash shooter game that I've ever played, blowing the first one out of the water. the game in general reminded me fondly of the first, while still keeping it new with new weapons, enemies, story and areas. when i imagined the sequel, i thought that it would be just like the first game, just with different maps and data cards, and while both of those things are in here, they don't make it feel like the game is riding on the first one. a terifically and masterfully executed game that i would no doubt buy if it was released as a full first person shooter for the PC. i found a small- though annoying- problem, though. after finishing the first level, i went right into the Swarm side mission to get rank and guns before going into the storyline. this was all well and good, and i ranked up to 20 and bought the pulse rifle, along with Rapid Fire and FMJ, to maximize damage, and equipped them in swarm. however, later on when i bought the gun in story mode, i found that my inventory said that i didn't have Rapid Fire or FMJ for the pulse rifle, so i went back to the Haven supply network console, only for it to tell me that i had purchased both items, so i went back to my inventory and it STILL said that i hadn't bought them. minor bug, but it affected gameplay for me personally. my advice? don't do what i did. unlock the weapon and modifications in story mode before Swarm.
however, i have to say, at this point, i REALLY hate water now.
Ule!
-camolot


People find this review helpful!
Squize responds:

Thanks mate.
We went to a ton of effort to avoid it just being a level pack for the first game, we wanted every level to have some sort of one shot set piece, which was why it was in development forever.

Sorry about that bug, it's extra annoying 'cause you did exactly what we wanted people to do, a couple of story levels and then bulk up the xp on the Swarm levels to unlock things.
All those weapons with the different attachments are a nightmare to debug, there's so many obscure ways problems can get in there.

Again, thanks for the great review, glad you enjoyed it.


WCCCWCCC

Rated 5 / 5 stars

The highly acclaimed sequel to the highly acclaimed original. I was a HUGE fan of the first, definitely brought a lot of great elements to the table that seemed original, classic, and thrilling all at the same time, and I'm glad you were able to produce a sequel this good. First couple levels I was worried it was too much of the same, but I decided to keep playing on and was not disappointed. Enjoyed the easter egg chatlog that addressed the criticism, and I'm incredibly glad you chose not to do multiplayer for this (and, by the way... I have 0 doubt you could've done multiplayer if you had wanted, since the raw power you bring to the canvas asserts you are one bad-ass mother fucker with flash). In the increasingly connected age we live in, it's good to see someone choose not to take this route, and the product is already fantastically artistic and plays well. Also: just scored 10900 on the minigame, and I'm choosing to cut it there. Would've enjoyed an easter egg for beating the supposed high score, but what the hell, I can't complain... it was pretty lulzy already. My only two complaints about this are perhaps that the weapons tree could've used more spicing up (though the small additions and upgrade trees for armor were really rad) and maybe that sometimes with flickering lights it seemed that the flashlight would be overpowered and give into the flicker, instead of being that candle against the shadow, which is always a fun thing. Enjoying it, playing it, linking it out to friends for playing.

Solid job. The first had me at "Damn. Just Damn." and this continuation has me nerding out all over again.
5/5, 10/10, ~WCCC


People find this review helpful!
Squize responds:

Thank you mate ( And thanks for the bug report / pm ).
It's quite a slow build at the start, returning to the first level as a tutorial, and the first half of level 2 is an extended tutorial too, that's why we just kick things off just to try and say "Ok, that's the terminal and all the collectables, we're starting now" as we had to balance it for players who have never played Haven.
I think level 4 is the first "classic" level and then hopefully it stays at quite a high level from there. We could quite easily have just used templated levels from then on, but we really wanted to up it every level to reward the players who stuck at it, so we really tried to mix things up ( I really like level 5, the change of pace, the parallax, sfx, lens flare etc. ) and level 9 is just our way of saying "Well done for getting this far, have some homing missile porn".
We try not to build games for the players we lose in the first five minutes, we're always going to lose them anyway, we try and build them for the players who'll follow the game through.

( We were going to do some easter eggs, for beating the hi-score and for flushing all the toilets and other bits and pieces, but just ran out of time ).


Bench06Bench06

Rated 5 / 5 stars

this game is really scary!but i like it...so cool game most greatest game i ever played (horror game) keep up the great work man...i love it!



FlashFan2000FlashFan2000

Rated 5 / 5 stars

I didn't get too far, since I am playing on my lunch hour, but this is just as great as the last game. I do have a few requests though. :)

1) When you access the New Haven panel, have a computerized voice reading off the menus. Just for that sci-fi flair.

2) Maybe a short animated, background story for the mission theme of the next game?

3) Or maybe try a Pet Sentry, where it is built on a dog chassis. Weapons on it could be upgraded and enhanced through the Haven panels like any other weapon. But as a catch, the Pet would have a life bar, and instead of health ups, there would be Repair Modules to pickup. Give it 2 or 3 lives like the player, and if it's dead, it's dead for good.

Just my 2 cents. :)


Squize responds:

Love the ideas mate, but time / money and all that. We've got enough ideas that we had to drop for this one to make a start on Outpost 3 tomorrow ( But we're not, no more aliens for a little while ).


VencentCrossVencentCross

Rated 5 / 5 stars

why cant the AAA games be this scary and hard?
I found myself checking the health and ammo after EVERY enemy I killed
The jump scares are alil overkill but they are used to great affect as I did jump every time
I hope you go on to make a living on your art
(and this is art)