About This Game Outpost 13 Details:Outpost 13 is an homage to some of my favorite 70's, 80's and 90's science fiction and horror films/media such as Alien, X-Files, Evil Dead and The Thing (to name a few).* It is a point-and-click action-adventure game that takes place at an outpost on the planet Achelous IV. You, the player, plays as a dog named "Fen" who comes into contact with an alien biological agent that bonds the dog/player with an alien life form who calls himself "Tantalus." The player's objective is to leave Achelous and make it to the nearest spaceport by inducing enough fear into the stationed crew members that they abandon their 5-year long mission on Achelous and leave early. At least that's the plan, there may be higher powers at play.You're the Monster: Player's will take on the role of an alien monster strategically killing off crew members while maintaining their cover as "Fen" the crew's pet dog.Stealth, Strategy, and a Fiery Death: Player's will need to form a strategy to separate and alienate crew members by creating distractions, utilizing the ventilation system, and temporarily knocking out the outpost's power. If players are unable to maintain their cover and stealth or is discovered as the monster, the crew will respond with flamethrower's and you will be destroyed by fire. Alien Planet Setting: Outpost 13 takes place on Achelous IV, a life viable planet several times larger than earth. Winters and summers last several years each, and it is currently 13 earth months into winter on Achelous.The character progression system has been scrapped for the current Act 1 build, however it may return at a later date. If Act 1 goes well and everything works out, I'll potentially be making an announcement about a new game mode that will likely feature it. :)*Legal Disclaimer: The story, all names, characters, and incidents portrayed in this game production are fictitious. No identification with actual persons, places, buildings, and products is intended or should be inferred. Any similarities to other intellectual properties (physical or digital) are completely coincidental, and in no way are associated with said intellectual properties. No person or entity associated with this game received payment or anything of value or entered into any agreement or connection with the depiction of tobacco products.No animals or humans were harmed in the making of this interactive experience. :)Copyright © (2015) (Cantina Games and Entertainment, Inc.). All rights reserved. 7aa9394dea Title: Outpost 13Genre: Adventure, IndieDeveloper:Cantina Games and Entertainment, Inc.Publisher:Cantina Games and Entertainment, Inc.Release Date: 26 Oct, 2015 Outpost 13 Addons beharbari outpost 2019 13 april. beharbari outpost 13 march 2009. beharbari outpost 13 april episode 2019. beharbari outpost 13 july 2018. beharbari outpost 13 april 2019. outpost 13 game. beharbari outpost 13 september 2018 episode. beharbari outpost 13 september episode. beharbari outpost 13 august 2018. outpost 1313 movie. outpost 13 the thing. beharbari outpost 13 august episode. beharbari outpost 13 june 2018. beharbari outpost 13 may. beharbari outpost 13 april 2018. beharbari outpost 2018 13 november. outpost 1313 tv show. beharbari outpost 2018 13 december. beharbari outpost today 13 february 2019. beharbari outpost 13 april episode. beharbari outpost episode 13. beharbari outpost 13 november 2018. beharbari outpost 13 march 2019. 130 outpost. beharbari outpost 13 sept. beharbari outpost 13 october dont get the game, its been abandoned and shouldnt even be in early acess yet.. If I was to sum up the experience, probably the best way would be in one word: disappointing.Don't get me wrong, the premise is great, reminiscent of The Thing in more ways than one and packaged in a point and click format. You even get to wander around the base with a day night cycle. Basically the premise is great. Of course its the execution that's the problem.There's no real point for the sandboxy style nature because the game doesn't utilize it in any meaningful way. Yes you can wander from room to room but what does that matter when you need to get an item from one room to solve the puzzle in another, it's like the game is telling us the challenges are self-contained (you get a room cleared message when finishing a puzzle in a location) but at the same time some rooms need to be cleared before others. There's no real point in allowing the player to mess with a later puzzle when you won't yet hand them the item needed to solve it.The linearity of the puzzles is in contrast to what the game appears to be, at first glance it looks like a more sandboxy experience, but as you wander you'll notice that practically nothing changes as time passes until the night where you're limited to spying on sleeping crewmates and trying to discern important puzzle hints from the setup of their personal belongings, so you can figure out how to kill them.The killing itself seems to lack any sort of logic as well, you go through the trouble of timing your actions so you can drug a person when it's already established that you're a monster that can tear a grown man apart just like that and could easily clear the room by brute force. Hell, the intro has you do just that! Yet here you are elaborately solving a puzzle about mixing chemicals just so you can knock out a person, so that you can then transform and tear apart their remaining colleague by brute force. Why you couldn't just kill them both and save yourself the trouble of the puzzle is beyond me. Perhaps even give the player a multitude of ways to clear a room, wouldn't that be more fun to make them want to figure out the sneaky way to do it, rather than force them?But even this is pointless when a gamebreaking bug impedes your progress. I got stuck on a puzzle due to being unable to click a console, I didn't realize it was interactable due to the game refusing to let me click it, thus missed out on the puzzle solution. Only after several attempts at doing the same thing did I randomly notice the caffeteria console can be clicked on while randomly mousing over it the 5th time.There's other bugs too, map showing wrong location occasionally, the main character not being kicked out sometimes when the 'attention' meter depletes and so on. Rooms are annoyingly empty for a point and click game, with very little to examine and interact with and some are even seemingly completely pointless. It's not even a very long game, perhaps I missed something but it seems I reaced the ending in less than 2 hours including getting stuck on multiple puzzles.For what it's worth the game is a great idea, has nicely stylized graphic look and I enjoyed the soundtrack as well. But it fails on poor execution and it's not like the idea itself is worth the money when there's even free games that took this premise and did it better.Not recommended in its current state.. The concept is awesome. Has a long way to go but the developer has been constantly putting out updates and is open to suggestions. I'd recommend this over a ubisoft game anyday.. I love 80s horror and that made me buy this game despite the warnings. It is an awesome idea, but my God execution is horrible. The game is buggy as hell, in the sense that it f**ks up progression buggy. Especially that God damn science lab part. The second bad thing is that it's short, and i don't mean 2-3 hours short. I mean 20 min short.The third and worst damn thing is that the game opens and a narrative is set up. An interesting story. Then apparently the developer decided that he was too busy shoving potatos up his\u2665\u2665\u2665\u2665\u2665to actually put the story in it. You don't even get to kill al the people and the game ends abruptly because "f**k you i already taken your money!"I want to love this game, cause it has an awesome premise, but it's the most dissapointing piece of s**t i bought this christmas sale. This is a great premise, great foundation - but as it is now, it's essentially a prototype of itself.Almost everything is trial and error - sometimes costly trial and error, as the clock is constantly going and there's no guidance or direction whatsoever. While this is okay in some games, in this one it's frustrating at best. The counter-intuitive solutions to some puzzles (all found on accident) had me scratching my head, and more often than not, they could be solved by simply doing the same thing again and getting a different result.I was left in the dark about certain game mechanics, which goes back to the constant trial and error bit. Learning the controls consists of reading over a pop-up window that comes up before the game starts, and its stance on controller support is utterly silent (will a 360 controller work with this? If so, how? etc).There is no pausing, which makes it harder to take in the environment.Dialogue is strictly represented on an eyesore of a black ticker with a tacky comic sans-ish font. The cursor is a clashy lime green reticle that makes it feel like you're in some kind of debug mode (an eyeball or something may be more immersive).The excellent soundtrack is ruined by this strange "tapping" sound that never stops. I don't know if it's a sound effect or part of the music, but whatever it is, it's absolutely madness inducing.(EDIT: This is a random glitch where if you go outside into the snow and then go back inside, the game sometimes thinks you're moving even when you aren't, and it reads all surfaces as snow, therefore a never-ending tap-tap-tap...)Animations are stiff and jerky, and the humans move rapidly and suddenly, giving you very little chance to react in some situations (along those same lines, you move VERY slowly).There is a nasty glitch where some doors\/exits cannot be used or don't trigger when you click them, and exiting to the menu to fix it ends your current session entirely.I haven't actually managed to kill a single person (I...think that's what you're supposed to be doing?...) yet. I got to a place in a science lab where I was told to mix some chemicals - but when I thought I had it and hit 'MIX', a random soldier spawned in the room, I burst into flames, and the screen just cut to 'Thank you for playing...'Um, what? I don't even...THAT BEING SAID:This thing has extreme potential, and what does work and what is clearly explained has a meticulous quality. There's nothing else quite like it. I see great things in its future.In its current state, this would be perfect as a mobile\/tablet game, but as a Steam title, it needs a couple liters of polish. I'm definitely going to keep poking it with a metaphorical stick until something...happens. Will keep an eye on it and adjust my recommendation accordingly.***UPDATE***I finally found out how to actually cause deaths, and cleared almost all of Act 1 within 15 minutes. It turns out, interactive parts of each room are tiny, extremely obscure spots that you'll just have to find on your own. Clicking them only triggers the desired effect half the time.Some solutions you're going to have to Google to find, or just get really really lucky.On the actual deaths...Wow, what a disappointment. They look great, but the problem is that they play out in fast-forward, with rapid and awkward animations that cause the whole sequence to last maybe a second. There's absolutely no sound and it feels completely uninspired. All that guesswork and searching, only to be rewarded with what feels like an alpha stage test animation.The humans don't feel human at all. They're just stiff, mindless scenery that fly across rooms once in a while. The rooms themselves seem bare. Maybe a flickering light or mold\/stains would add to the whole atmosphere.As it stands, with a $10 price tag the game needs to be at least twelve times the size it is, with \/way\/ more involved death sequences, sounds etc.
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