Abiotic Factor - Half life 1 and SCP fuckery

Aquasar

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May 19, 2024
Abiotic Factor is a survival craft game where you and your friends play as scientists working at the GATE underground facility. A mysterious military force named the Order assaults the establishment, slaughtering most of the scientist staff and causing a catastrophic release of contained specimens that are equally lethal. You must find a way to escape to the surface level.

  • You start in the Office sector like most employees, but as you progress, you'll inevitably explore deeper into the institute; waltzing into the other districts like the highly hazardous manufacturing zone, the top secret experiments within the labs, and possibly other places you least expect to wander off into.
  • Survive by creating makeshift weapons and armor made out of almost anything you can grab in an office space. Being a scientist, looking out for new components will help you eventually find ways to make yourself more formidable and acquire powerful arsenal. These weapons can range from throwables like throwing knives and grenades, clubs and spears for melee and a plethora of ranged weapons. You can also steal military weapons but those will have bio-locks on them that require arm wraps to fire, something that will be less restrictive in the game's 1.0 release. You will also have armor that you can craft with their own unique buffs that cater to specific playstyles.
  • As you play, your skills will improve as you gain experience and using specific items for those skills. Gaining enough levels will give yourself useful perks like rolling while sneaking and sharp melee weapons causing bleed. At the start of any new game, you may select jobs that give you a head start in skills you find more interesting to you and provide an experience bonus for those preferred skills. You can also select traits to give you good or bad traits, with the bad traits giving you extra points to spend for good traits.
  • If you can find a power plug, you can create a base in just about any area you please and place useful devices to help make your survival easier. With the facility's subjects running loose, you'll find your base assaulted every once in a while by strange anomalies, so you'll need to lay down useful contraptions to defend your home.

Story Introduction & Latest Update Trailer:


I find the game to be very great compared to a lot of other survival craft games and I'm eager for the full release soon.
 
I've played a decent little chunk of it, but haven't gotten further than that because I'm waiting for 1.0 to hit. What I have played was very fun though, so I'm excited.
 
I'm a loser so I had to play solo, and the game is not designed for single player. The loop of explore - gather - craft takes too long when you only have one person to carry shit, so I didn't finish the game.

But the time I did spend playing it was really fun. I thought it was going to be a soulless rip off of Half Life with multiplayer slop game thrown in, but I saw a lot of positive reviews and I gave it a try.

It is very Half Life-y but it still has a spirit of it it's own. The fact that this is a survival game with actual levels to play through is great. And I was very surprised to see levels that take place outside of the complex (like the foggy one, that was fucking tense, especially when I got surprised by one of the big fellas crouching down and coming into the building I was in).

So it's pretty good. Apparently it's made in NZ but it's set in Aussie?
 
This was my most recent addiction, I didn't know of the game's existence before its first EA launch on Steam, and I got in pretty deep. I played the game up to its current end entirely solo, although multiplayer with 2 or 3 people would be fun, I wouldn't be able to stop myself from just exploring and going off on my own.

Recent patches had some nasty difficulty spikes, enemies just completely shred through your health.
 
Recent patches had some nasty difficulty spikes, enemies just completely shred through your health.
It used to be worse: Order Snipers were too accurate and fired too quickly, often resulting in heavy bleeding that would quickly down players. Enemy spawns were denser before the devs toned those down, but manned machine guns remain a constant problem unless you cheese it with floating paintings or advance the plot enough to build radio scramblers.

What I am a bit nervous about is the possibility of the reaper getting its own "weather" event via a facility-wide power outage: I've seen that shit move stupidly fast after jotuns unloaded entire mags to no effect.
 
I'm a loser so I had to play solo, and the game is not designed for single player. The loop of explore - gather - craft takes too long when you only have one person to carry shit, so I didn't finish the game.
I played on my own too, you can adjust a lot of things already with even more coming for full release, I'm actually really impressed just how many things they let you change. Lately a bunch of games I've played let you change very little, and what they do allow you to change only in their approved increments, it's a real mark of quality for me for the developers to just play however you want.

I have finished what's there so far, except getting all the rare fish, and am pretty hyped for this one, which is very unusual these days.
 
Dumped a lot of hours into this with the boys. It's definitely fun but it has a lot of issues, one of the biggest being that combat is fucking excruciating. Enemies have too much health, weapons generally feel like dogshit to use, hitboxes aren't even suggestions, more like whispers from the other side of the room that you can't really hear. There's also way too much grinding on some stats while others level up ridiculously fast, blunt is objectively worse than sharp for melee weapons (you can tell because the best blunt weapon has a special effect that makes it act more like a sharp weapon lol), and fishing is simultaneously undercooked and overdeveloped.

The voice acting is also schizophrenic in quality. Sometimes it sounds like it's supposed to be bad on purpose, other times it's perfectly fine, and other times it's embarrassingly bad. They should pick a lane. Maybe once the game goes gold they'll fix some of that stuff up. Still would recommend despite my issues, though.
 
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Reactions: Aquasar and Quioui
It used to be worse: Order Snipers were too accurate and fired too quickly, often resulting in heavy bleeding that would quickly down players. Enemy spawns were denser before the devs toned those down, but manned machine guns remain a constant problem unless you cheese it with floating paintings or advance the plot enough to build radio scramblers.

I remember playing that before it wad nerfed. The security bots at Hydroplant that fired the long range incendiary rockets were so shit to deal with combined with the sniper assholes, thankfully I managed to get the night pass.
 
Abiotic Factor is pretty fuckin awesome. Clearly a labor of love. Grinding out weapon skills is kinda gay though. No reason to not to spam crossbow bolts to get accuracy exp with no risk vs leveling up sharp or blunt weapons where you might get hurt.
I feel like a few of the perk abilities for certain weapons shouldn't be something you need to unlock to use, mainly the charge attacks for blunt weapons and being able to throw spears. It would be a lot better if they instead added to those functions or gave skills that rewarded you more, like a skill called nerd rage or something that gives a speed boost after a blunt kill to give the player a reason to use melee more. Apart from weapons like the carbon pickaxe and laser katana, I just think melee sucks most of the time when you have a lot of strong ranged options at your disposal later in the game, or chucking mugnades like an ape at everyone. Especially when you reach the Hydroplant or Reactors sector where using melee is suicide on certain enemies.
 
This is what has killed any motivation to play for me and my friends. Cool setting, neat atmosphere, but I don't want to spend 15 minutes grinding down the security bot. It's boring.
If you mean the secbot in the offices/Flathill area, you can lure one of those bastards into the electrified water near the executive offices. It'll stunlock him to death.

Skill grind could definitely use work though: right now the fastest way to increase Fortitude is to set up a bed under a loose cable and constantly die-respawn.
 
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Reactions: Chunky Salsa
The fact that you need to grind fishing for dozens of hours to get a perk that does something incredibly minor on an already-rare trigger, one-third of the time is like the poster-child for how awful the perk balancing is.

Meanwhile you have to grind Throwing to level 5 to get one of the most powerful perks in the game. This entails throwing nets into the air for several minutes.
 
The fact that you need to grind fishing for dozens of hours to get a perk that does something incredibly minor on an already-rare trigger, one-third of the time is like the poster-child for how awful the perk balancing is.

Meanwhile you have to grind Throwing to level 5 to get one of the most powerful perks in the game. This entails throwing nets into the air for several minutes.
My good faith guess is that the perk will be useful for future updates, it was somewhat helpful to me, as someone who suffers greatly from thalassophobia. Some of the skills do just seem useless; construction seems pretty awful, for example.
 
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Reactions: Aquasar
My good faith guess is that the perk will be useful for future updates, it was somewhat helpful to me, as someone who suffers greatly from thalassophobia.
There's another big fish in reactors, so yeah, it isn't limited to Hydro.
 
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