Marines in a Beast-Infested Ship
Space Beast Terror Fright is a very hard arcade-style, rogue-like, perma-death first person shooter. You play as Marines who must brave dark, claustrophobic and terrifyingly intense Space Beast infested spacecraft in order to extract critical data and lucrative upgrades. The spacecraft is a procedurally generated maze that is unique each time, so you never know the layout in advance. Your job is to search out DataCores to be downloaded, retrieve all critical data, and then set the Reactor core to overload.
Playing Together as a Squad
Both local and networked co-op play are supported, with 1-4 players via keyboard / mouse and XBox 360 game controllers. Both local and networked play allow viewing all of the action via split-screen. You start with either an all purpose automatic Rifle or a powerful Shotgun, plus a rudimentary Tracker device that detects nearby motion and the distance to the nearest DataCore. DataCores can contain upgrades such as better ammunition, a better motion tracker, and other useful functionality.
Doors are key to managing the unknown spaces. Sealing sections behind the team keeps you from being overwhelmed from several directions at once, but closing doors also makes it harder to flee if the need should arise. Automated Sentry robots are scattered throughout the spacecraft and can be activated to help stem the never ending tide of Space Beasts. Sentries offer significant additional firepower, though friendly fire incidents can still happen even though they are programmed to avoid firing when Marines are in their field of fire.
Before You Start
Once all DataCores have been retrieved, the final objective is to disable all Reactor Coolants to destroy the spacecraft. After that, the Marines only have 90 seconds to find their way back to the Airlock for extraction before the Reactor overloads, obliterating the spacecraft and everything aboard. Perma-death means a lost Marine is gone for that run, and the Beasts are extremely lethal. The game uses procedural level generation and a procedurally arranged music scoring, with audio and visuals tightly synced to the action.