SPACE-FRIGHT
Charts
25 😀     3 😒
75,03%

Rating

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Free app in the Steam Store

SPACE-FRIGHT Reviews

SPACE-FRIGHT is a cute stealth horror game.
App ID592750
App TypeGAME
Developers
Publishers R I MAD
Categories Single-player, Partial Controller Support, Steam Trading Cards
Genres Indie, Adventure
Release Date3 Mar, 2017
Platforms Windows
Supported Languages English
Age Restricted Content
This content is intended for mature audiences only.

SPACE-FRIGHT
28 Total Reviews
25 Positive Reviews
3 Negative Reviews
Mostly Positive Score

SPACE-FRIGHT has garnered a total of 28 reviews, with 25 positive reviews and 3 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for SPACE-FRIGHT over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 66 minutes
https://youtu.be/4RBMswTkMvM Hi guys. I played over an hour of this just to get my first 15 minute video. Most of that hour was me dying at the hands of black clouds. I can tell you that i enjoyed what i played, and that it was well polished. Never managed to get to the sexual content, but i'll keep plugging away (leave a comment ifit's boobies) All in all, nice game. I will be playing on (not for the boobies, who said boobies?) Thumbs up.
👍 : 2 | 😃 : 2
Positive
Playtime: 27 minutes
I originally gave this a negative review because of an inability to play it. After the purchasing of a new, stronger computer, I have rectified this issue. Having given it a better chance I find the game rather interesting. There is reasonable challenge, pleasant design, and I personally find the interactions and logs amusing.
👍 : 1 | 😃 : 0
Positive
Playtime: 465 minutes
Took me about 4 hours to finish the game with the ‘bad’ ending and I found it to be a fun little stealth game with likeable characters. Easily worth a second play through to find all the PDA’s and the other ending, just be careful of the SUXXXUBUS SEXY PARTYS
👍 : 4 | 😃 : 1
Positive
Playtime: 101 minutes
Yeah It's pretty fun if a little janky, It's got a lot of heart, chararcter designs are briliant and the visuals rather entertaining plus the humor is pretty spot on too. All in all I'd give it two thumbs up but unfortunatley the review system only allows one though :P.
👍 : 4 | 😃 : 1
Positive
Playtime: 338 minutes
look i am really impressed with the game. i like how the game looks and plays. but even i am embarrassed to say this. but i am going to say it anyways. i wish there was more sexual content and not only ''of'' this game but also ''in'' this game. however to be fair, i have not completed the game ''yet''
👍 : 5 | 😃 : 1
Positive
Playtime: 281 minutes
A cute little indie stealth, horror game with a cute little story and unusal characters. The PDA's are a good read, the comedy is untouched by many games but this one did it well I went back and tried to finish new game+ on hard and still have not beaten it. The gameplay is repetitive but I enjoy it for what it is. (Suxxxubus is messed up though).
👍 : 3 | 😃 : 0
Positive
Playtime: 195 minutes
Really fun, really neat game! The twists are enjoyable and the characters are fun and likeable. I look forward to the sequel, and want to add a special thanks for the helpful disclaimer after the credits. All in all a really great experience.
👍 : 7 | 😃 : 0
Positive
Playtime: 4862 minutes
I played this game more than once. I actually bought it before it was changed to free-to-play. It's unique and weird at the same time; it had potential to be a more-than-average game, but some levels' designs and different parts of the game are not as good as expected. The story itself also doesn't make any sense at many points. While I admit that I enjoyed some parts of the game, but I don't recommend this game at all; even while it's free.
👍 : 2 | 😃 : 0
Negative
Playtime: 997 minutes
A bit of my backgroud: I have played this game fully completing all achievements with both good & bad endings! I paid for this game and I created a YouTube Let's Play of the game. Such a great game which left me yurning to find the next PDA to give me that nugget of twisted Space-Fright lore. The game really delivered on the bizzare experience (in a good way) and I have felt emotions crawl through my soul which no other game has ever made me experience (e.g. Discovering how Suxxxubus does her/it's thing!). The game is hard in some areas but nothing a bit of perseverance can't remedy. I really enjoyed the twisted ambient sounds/music in-game which really added to the atmosphere (Warbling Dombies *shudder*). I rarely leave any reviews but I had to express my mahoosive thumbs up on this game. Hope you enjoy the game as much as I did if you choose to purchase and delve into the warped world of Space-Fright. Ant. / / (^∇^)
👍 : 5 | 😃 : 1
Positive
Playtime: 679 minutes
It’s fair to say that genuine weirdness in gaming is hard to come by. Standing out will always increase a game’s chances of success, and while throwing in some memes & textbook strangeness to get a game on Twitch or YouTube can ultimately achieve such, that doesn’t make a game interesting. SPACE-FRIGHT is a beacon of genuine weirdness among a sea of mediocre and forced attempts. That doesn’t automatically make SPACE-FRIGHT a great game, but it’s certainly an interesting one. From the outset, the most noticeable quality of the game is its art style. I admit that the Steam store image of a weird demon about to make out with a decapitated head was what led me to put the game on my wishlist. To the game’s credit, that image isn’t at all misleading. The store page describes it as a “cute stealth horror game”, and SPACE-FRIGHT’s art definitely is a disquieting fusion of sweetness, nightmares… and some sexiness. Where most fusions of cuteness & horror opt for an animesque art style, SPACE-FRIGHT’s approach is a bit more original. While there are still nipples, butts, and big eyes to be encountered, a majority of the characters in the game are only vaguely humanoid. Those that are humans, as indicated in the store page description, are brown skinned hermaphrodites. So not only does the game have an unusual style of cuteness, it combines it with horror and some underlying sexiness to craft a bizarre art design. Are the little humans still cute when a hallway is painted with their blood, and dismembered limbs lay scattered about? You see that magenta, feminine demon? Do you think she is sexy? She is bloodthirsty and has a large phallus. Do you still think she is sexy? [i]The answer is obviously yes.[/i] Those are just a couple examples; the game has several little touches or visual gags that don’t add to gameplay, but elicit still reaction of horror and amusement. However, a game is more than its art style. A game has to be played too. While not bad, the gameplay of SPACE-FRIGHT is probably the weakest link. SPACE-FRIGHT is a stealth/horror game, and such games usually have elements of resource management. Making sure you have enough health, ammunition, energy, etc. to survive. SPACE-FRIGHT boils down to managing only one resource though-- your flashlight batteries. Your flashlight serves as both a minimap and radar. You get a blueprint of your surrounding area, the direction enemies are moving and the radius at which they can notice you, and any nearby collectibles such as more batteries. You have no health. If the monsters touch you, you die. You have no way of harming the monsters, so there’s no ammunition or weapons. You’re not completely screwed without your flashlight. You have a little arrow that is always pointing you towards the objective, and your screen will distort and music will flare up as you get closer to enemies. However, good luck finding any collectibles or getting through an area without lots of trial and error or suffering. You might be thinking “if this is a stealth game, can’t you memorize enemy patterns, with or without a radar?” Unfortunately, between the fixed camera angle, and semi-invisible nature of most enemies, this often isn’t feasible unless you have a lot of patience, and still it’s a much easier process when you have a map to reference. It can be easy in the early parts of the game to over-rely on you flashlight, and as a result, always be in need of batteries, and heaven forbid if you ever want to backtrack to an area to make sure you have all the collectibles. Like I said, survival isn’t impossible without batteries, but the game seems to realize how much smoother they make things go, since if you die with none, you’ll respawn with a pittance of them in your flashlight. Mechanics like that often lead to iffy tactics to minimize frustration. The world is a series of separately loaded rooms. If you die, you will respawn wherever you entered this separately loaded room from, with the flashlight power you had when first entering it. Enemies can’t follow you into separately loaded areas, so if you’re being chased, sometimes it will be easier to just run to the nearest separately loaded area rather than to hide or lose your pursuers. If you enter an area with just a sliver of flashlight power left, it’s better to just die as soon as possible, get some batteries upon respawning and go from there. Similarly, when faced with a large and unknown area, suicide runs are a reasonable method to determine which halls and such are worth visiting for collectables, while not aimlessly wasting batteries. As far as collectibles go, since your progress is essentially saved any time you enter a separately loaded area, you must reobtain any loot from a room if you die before leaving. Therefore, it can be beneficial to obtain an area’s collectibles, backtrack the way you came in to save your progress, then reenter the room, and find a more pragmatic route. The stealth mechanics can also be iffy. Besides entering a separately loaded area, if enemies are after you, hide in a barrel or crate. Unlike Solid Snake’s trusty box, the enemies can’t do anything once you’re hiding inside something. Sometimes all that’s standing between you and dozens of murderous demons is a small container. Enemy hitboxes and detection abilities never feel unfair, so much as unpredictable. The radar shows you an enemy’s detection radius, but they may notice you beyond it if you’re making a lot of noise, and “a lot of noise” is as vague as it sounds. Likewise, while touching an enemy results in your death, sometimes you just have to risk it and run past a demon. This may go totally fine, or you may die. Or once in a while, you might run directly into an enemy, without consequence. These outcomes clearly aren’t random, but often it’s just hard to tell what will and won’t work. I’ve essentially skipped over the SPACE-FRIGHT’s story because it is best experienced through playing the game. One type of collectible you can find is PDAs, basically in game text messages. Want to know the story? Collect the PDAs, minimal deduction required. These messages veer between offbeat, funny, disturbing, and existential, much like the game itself. All individuals are well-characterized and written, despite minimal direct interaction. The only other thing I’ll say about the story is that while it doesn’t reinvent the wheel, it’s very clever, and actually pokes fun at some of the issues I had with the game. The game has two endings, and if you feel disappointed or confused by the conclusion, I would recommend finding as many PDAs as possible. SPACE-FRIGHT’s Greenlight page described the game as “more then [sic] a game. This is an experience like you have never experienced before.” Which, in the context of good and bad of the game, is extremely accurate. At times, SPACE-FRIGHT is more fun to experience than it is to play. Still, it’s not a game to just watch a Let’s Play of and call it a day. Part of what’s fun about the experience is uncovering it through your own efforts and many deaths. I’m sure there’s an appropriate quote from the game I could use right now, but I digress. To continue on the subject of accuracy, the game’s store page promises that the player can “Out-sprint demons! Sneak past demons to go unnoticed! Hide to avoid those that want to do you harm! Explore… to find batteries, upgrades and demon masks! Read over 100 fun and exciting… messages!” Some of those promises are just overexcited descriptions of issues I had with the gameplay. A lack of self-awareness certainly is not one of SPACE-FRIGHT’s problems. The game never misleads as far as what it offers, and while you may occasionally grow frustrated, the game is the perfect length. These ultimately minor problems are far outweighed by the killer art style, weirdness, and what the hell factor. SPACE-FRIGHT is never afraid to go there. “Where’s there?” you ask? Play the game to find out!
👍 : 25 | 😃 : 1
Positive
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