- STRAFE® ACKNOWLEDGES THE EXISTENCE OF 802 INDIVIDUALS
- FOR ALL OF OUR NEW FANS!
- THE MUSIC OF STRAFE®
- STRAFE® COMMERCIAL BEHIND THE SCENES
- LIL UPDATE NUG
- NEW STRAFE® JAM! "NOT ALONE"
- 10 MINUTES IN HELL - STRAFE® GAMEPLAY!
- LIVE: ASK US ANYTHING ON REDDIT!
- NEEDED CHANGES TO THE CAMPAIGN
- STRAFE®'s LONG LOST PRINT AD HAS BEEN FOUND!
- 2 MORE SLOW JAMZ FOR YOU STRAFE® BRAND ROMANTIC TIMES
- THE LATEST SMOKING HOT JAM FROM ToyTree WILL MAKE YOU FEEL "DOOMED"
- DOWNLOAD NOW: THE STRAFE® OCULUS VR TEST ROOM
- "A hilarious, hardcore, procedural shooter from 1996 design-inspired by Quake, Doom and Wolf3D? YES! Back this baby! " - John Romero - DOOM, QUAKE
- "I FUCKING MISSED FPS GAMES LIKE STRAFE." - Rami Ismail (Nuclear Throne, Luftrausers)
- "Strafe is the goriest, most realistic shooter of 1996" - Destructoid
- "This is the best game trailer ever, everyone else can go home" - Polygon
- "I want to swim in gibs. Can I swim in gibs? Like a meat-ball pit?" - Pendleton Ward - Adventure Time
- "I will do a ton of booze and drugs and then record a Squirty Play of this while barking 90s gibberish." - Jim Sterling
- "DYING" - Cliff Bleszinski - UNREAL TOURNAMENT 2004, GEARS OF WAR
- "After reviewing this KS campaign, I called my mom and yelled at her that she needs to fund Strafe OR GO TO HELL!" - Matt Super Best Friends Play
- "Humour aside, it is actually pretty impressive..." - Kotaku
STRAFE® is the fastest, bloodiest, deadliest, most adjective-abusing, action-packed first-person shooter of 1996! Auto-generating levels of pure mayhem constantly change up the carnage.
The future of 3D gaming is in your hands. Are you ready to push the limits of computer-generated realism and hardcore scifi action to a new level that threatens the very existence of humanity?*
Good. Humanity is not worthy of STRAFE®:
• BILLIONS of level possibilities with a unique level generated on every load
• OCULUS RIFT compatibility - put yourself inside 100% virtualized "real" environments
• Randomized enemies, monster closets and hidden secrets surprise at every turn
• ÜBER-GORE® Tech for ludicrously persistent gibs
• Lifelike digital gravity
• BLAZING fast gameplay and responsive controls
• Realtime first person upright biped simulation
• Weapon upgrades and power-ups that’ll change your play style
• Unsigned 32 bit colors!
• Colored lighting!
• Ultra large resolutions with a unique 16:9* screen ratio (*only in 2d mode)
• Multi dimensional polygonal meshes derived from over a thousand unique vertices
You survived the hell demons of DOOM, the pure evil of QUAKE and the insane Nazi regime of WOLFENSTEIN 3D. But nothing can prepare you for the depravity of deep space in STRAFE®.**
The story moves at the speed of STRAFE®.
It’s your yearly scrapping mission, but this year is different. Your humble scout ship has been recruited to join the massive spacecraft ICARUS. They plan to head to far edge of the galaxy, to a remote sector where other scrappers have not yet dared to venture.
The rewards could be unimaginable. But so are the risks. It may be unexplored space, but it’s a gamble you know you must take.
You return from a run empty handed, but worse, ICARUS is no where to be found. You check your coordinates. You try the coms. No answer from your comrades on ICARUS. Yet their teleporter appears in-range and responsive.
So you grab a gun “just in case” and teleport onto ICARUS. What could go wrong?
Everything goes wrong. This is STRAFE®. Prepare for hours of uninterrupted chaos that won’t stop for storylines or anything short of a melted CPU.***
The gameplay can never truly be mastered, because STRAFE® is never the same.
You start by picking one of three tools of death.
Each weapon includes a secondary firing method and is affected by two types of powerups as you progress through STRAFE®!
Common power-ups affect your weapon attributes such as magazine size, damage, reload time and firing speed.
Rare power-ups alter your secondary fire, like turning your machine gun into a mine launcher to set traps or splitting your shotgun flak at mid-range into a wider net of punishment.
But obviously STRAFE® must include more than three weapons. And it does. More are hidden throughout the world, including a secret SUPER WEAPON.
As a scrapper, you also collect scrap around levels and off enemy corpses to craft armor and ammo. Use it for protection, or sell it to merchants for credit towards perks and other power-ups that make you an evasive, agile killing machine.
To survive in STRAFE® you adapt your killing methods as you go. You can avoid power-ups and perks if you choose, but be warned: when you die in STRAFE®, you die for real****. You restart at beginning and face a new level where…
For the worst.
Levels get painted red with the glorious permanent gibs of your enemies. Because when you draw blood in STRAFE®, the blood stays put as your twisted work of art.
Every shell casing. Every blown-off limb. Every drop of monster juice. It all persists in the environment and never fades away, disappears, or disappoints. Just as you’d expect from a real-world massacre.
Learn more from a detailed post on the STRAFE® devblog.
Since the levels constantly change, this blood and gore is your compass in STRAFE®. It informs you where you’ve previously traveled and directs you toward new paths of destruction in each level set.
The levels of STRAFE® are radically different environments that will alter your killing methods. Additional details on three of these areas are closely-guarded secrets of STRAFE® only available upon playing the final game.
ICARUS - Massive spacecraft with short to mid-range based combat.
AREA 2 - Open levels where death is quick to surround you and trap you with pits, ledges and enemies with the high ground.
AREA 3 - Open areas and close quarters combine with environmental hazards for frantically varied gameplay.
AREA 4 - Close quarters finale filled with all previous enemies and hazards for maximum difficulty. Are you up for the challenge?*****
It’s the enemies that will have you strafing helplessly in your dreams.
Movement is your best defense, as there is no cover. Health does not recharge. Your only hope is to learn the unique behaviors and weakness of each enemy, shoot and STRAFE. Some will rush at you and beat in your skull. Others impale you with a shower of projectiles from afar.
The ICARUS levels will feature 7 enemy types, with more to come in later levels.
Secrets are special in STRAFE®. You won’t find them by simply STRAFING around a corner. Because ammo hiding under stairs is not a rewarding find.
From unique levels with original art, to modes that affect graphics or gameplay, to minigames, secrets offer rewards or punishments based on your performance. There is no greater accomplishment than discovering every secret of STRAFE®.******
Below is just one of the early secrets in STRAFE®. If you don't want to spoil the surprise, skip ahead past this video to the next section. If you're still reading this, STRAFE® loathes your impatience but respects your bravery. For you're about to experience LUFTENSTEIN, a hidden minigame with original art, enemies, music and gameplay. Win and be rewarded. But lose and... well, STRAFE®.
LAST CHANCE TO NOT SPOIL THE SURPRISE.
The STRAFE® team is a small group united by an unrelenting love of games. Specifically, of STRAFE®. Which is the first project from the STRAFE® team, led by director Thom Glunt, who has the gall to think he can jump in and speak on behalf of STRAFE®.
Thom Glunt here, creative director of STRAFE® at Pixel Titans. This has been fun, but I want to be serious for a second. STRAFE® is the best game of all time.
Kidding, obviously. Because it’s not done yet! Which brings us to Kickstarter.
STRAFE® has been a side hobby of mine next to my other career: music video/commercial directing, which doesn't pay great, and playing video games, which hasn’t paid anything and in fact has suffered disastrous losses over the last 26 years. Same story with our lead programmer, Steve Raney. But after attracting fantastic contributors to the project and receiving great reactions at VRLA (Virtual Reality Los Angeles), we’re ready to take the game into full-time development.
But that requires time. And because time equals money, that means we need your money. Without funding we've seen a number of team members come and go. Pixel Titans at its core is two people, and the STRAFE® team in full is currently five. A successful Kickstarter will allow us to concentrate on the game and hire an additional animator, artists and a part-time programmer to stay on schedule for an early 2016 release.
We already have 9 months of part-time development in the can. Most systems have been implemented and major technical hurdles solved. This includes the procedural level generation and a persistent gibs system that doesn’t destroy performance. So we’re confident in our promise to make STRAFE® as awesome as possible, finish it with all planned content and also never ever threaten Gabe Newell’s life. We love you, Gabe.
Thanks for the support!
Kickstarter is the perfect model to release a forward-thinking game like STRAFE®.
Surprises, secrets and first impressions are important. Releasing an incomplete version in early access is the only force that could compromise the enjoyment of STRAFE®. A successful Kickstarter allows us to release the game only when it is final and deserving of the title GAME OF THE YEAR, 1996.
As STRAFE® is all about STRAFE®, physical rewards are limited so as not to cannibalize the development funds. But there are occasional exceptions (especially at higher tiers), like our STRAFE® poster:
We also have many high-tech digital rewards, including the ultimate digital reward, the STRAFE® game. Rewards are only for backers, so don't miss out.
*The threat level STRAFE® poses to humanity is not currently quantifiable.
**Hardcore players only. Not recommended for children or elderly.
***If STRAFE® does melt your CPU, please send us a picture of the damage, so we can post it on Twitter. @STRAFEGAME
****STRAFE® will not literally kill you. Most likely. If by coincidence death does occur during a STRAFE® session, number one, what better way to go out, and two, we do not accept liability or responsibility. If you're worried about the effects of hardcore gaming on your health, we encourage you to consider our $10,000 reward tier.
******Developing STRAFE® is a greater accomplishment, but that is not an accessible goal for you.
Risks and challenges
In 2014, around 60 million people died on Earth. There is a low but persistent risk the STRAFE® team may also suffer untimely brutal deaths and be unable to deliver the game to backers.
Beyond that, there is risk in meeting the release date. STRAFE® is on target for early 2016. However, STRAFE® will never be released unfinished, so there is potential for a delay due to unforeseen extenuating circumstances.
STRAFE® can say with absolute certainty that North Korea will not prevent this release, no matter how extreme or legitimate their threats.Learn about accountability on Kickstarter
- (30 days)