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Lost Outpost

rated 4.13 / 5 stars
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Action - Shooter - Multidirectional

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Credits & Info

Dec 2, 2013 | 7:47 AM EST

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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.



Rated 4.5 / 5 stars

Thx For This awesome Game luxregina and squize!!!

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Squize responds:

Thank you, glad you enjoyed it :)


Rated 4.5 / 5 stars

Absolutely love it, it's a far better game than the first one (not that the first one wasn't good) so congrats on that. First off, the way you used the music was perfect it didn't over power every thing... actually in some places there was no music playing, just the general sound effects and if that was intentional then kudos for increasing the tension. Second; good god you turn the creep factor up to 11 and I love it, I also love the action movie like sequences, in fact there were several times I thought I would get killed by those meteorites. From what it seemed Jameson's side was intended as an action movie style, while Lee's was a Survival Horror flick and if that was the intention then good job. I enjoyed the new alien types and the branching two part style story; I especially loved the first mission where you put unobtainable Money & Key-card behind the locked door, in the same places where we picked them up in the first game. I'm on mission 8 and loving it so far, though I have found 2 major bugs. The ammo in my weapons is resetting (i.e. if I have 80/300 of SMG ammo when I switch weapons it goes to 0/0 and the pulse rife resets to 48/8); when I go to the store it only lets me buy ammo for the weapon I currently have equipped (I can switch weapons, then buy ammo for it, but then the ammo count resets). These seem to be rare bug as no one else has said anything about them (at least I don't think), but other than those petty gripes the game is awesome. Keep up the good work and keep making people happy with the work you do.

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Squize responds:

Wow, thank you.
The whole ammo thing is just a nightmare to code, well, to debug / test.
I think you're going to enjoy level 9, it's just shooting porn :)


Rated 4 / 5 stars

I really enjoyed the game. While playing it, I kept imagining a co-op kind of game like this with me and a friend playing. I was kind of confused when playing this game as to what was going on, character wise. As with the first game, I became increasingly frustrated with boxes, desks, etc getting in the way. It would always slow me down or get in my way, while it was great cover for my enemies, as they would PUSH a desk up to me before slipping around it.

There were a few times in the water plant level where the graphics went out. There weren't any walls displayed, but the barriers were still there. The computer terminals disappeared as well.
In the Armory level, on the left hand side where one of the key cards was, several of the little buggers would randomly come out of the floor to attack me all at once.

Despite being able to pilot a walking tank for one of the levels, I was actually kind of bored with it after the first 2 minutes. Not being able to shoot what you're aiming at, due to gun placements, was a real let down. Maybe in the future allow the guns to swivel just a little to be able to hit what the player is shooting at.

Considering that the player can simply shoot open a door with a few bullets, and ammo wasn't too hard pressed to come by, the need for keycards seemed redundant. As well, there were just too many keycards to ever need one. Also, why can't I close a door once it's open? It would have made a few areas easier to handle.

Sometimes, when buying ammo, the money would be expended, but no ammo would be added.

I was impressed with the final boss, but the final data pad I picked up left me wondering.. how is this evil corporation going to explain these other space stations failing? Are they all going to tell the families and news centers the same thing? "Sorry everyone. Wouldn't you know it? 12 more space stations had radiation leaks and no one survived." That would make them the BP of space stations.
In the end, I really enjoyed the game.
I would still love to see this game on a larger scale. If in the end it was a twin stick shoot'em up on a console platform, I think you could make it work. Just look at that "How to Survive" game for an idea. It wouldn't have to be another Outpost game.

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Rated 4 / 5 stars

Hmm pretty good, level 4 always scares the crap outta me. The lighting and atmosphere give the game a great paranoia feel. Sadly I've never played beyond level 5, it always freezes for me after the briefing about the gravity and weapons not working.

Also I noticed a glitch with weapons randomly refilling on ammo when you access your inventory to change gear


Rated 4 / 5 stars

This was a great game. Far from excellent but quite enjoyable.

The jumpsscares were a bit overkill it was a bit as if you were trying to hard. They did work though.

The hidden-minigame was definitely creepy. It gave me goosebumps for as long as I felt like playing it.

Bottom line:
Good job.

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Squize responds:

We got a fair bit of feedback with Outpost:Haven that it wasn't really scary ( "How can you call it a survival horror when it's not scary" etc. ), so there was a lot of point proving with this one.

The mini-game was a weird thing, I was just burnt out working on the main game and needed a couple of days to do something, anything, else, so found some old code that was for a prototype I did for Aardman and re-purposed that.
I like that a prototype I did that turned into a cute Shaun the sheep game could be made so dark when left in our hands.
The text was an after thought, I was in a dog shit mood for some reason so just wrote the darkest things that came to me and it just evolved into, well, that :)

Thanks for the review mate, glad you enjoyed playing the game.