
C.R.E.E.P.S is a FPS TOWER DEFENSE game that lets the player deploy squad members and equipment as he defends objectives and defeats horde of enemies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Tags: 1PS - First Person Shooter Additional Tags: Delete Local Content & Remove from Library TLDR: Assetflip like version of Killing Floor Review: Always the same monster. Get a loadout of weapons, summonable guys and a few barricades then hit the generator to start waves. Place your summonable and barricades and pick up power ups for cash and extra ammo. Usually half a dozen waves and its over. If you spawn allies the waves play themselves and require zero player input. All the maps use the same mechanic, some are open and outside, some are more cramped and inside but all use the same mechanic. There is also a "daily challange" (their wording not mine) mode that is identitcal to the regular maps mode, except just spawns one at random for you to play. There are some barricades and stuff that the game will not let you use until you unlock by playing more. But the game is repetitive, derivative and boring enough without the grind. Removed from library for declutter.
方,我想说像屎一样。真是抱歉
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Hours played at review time, across 24 reviews with recorded playtime.
Ерунда. С вылетами, багами. Всё как у людей. Как оно мне в библиотеку-то попало? Ачивки-то придётся выбить.
Can't finish the last level because of a bug. And so I can't unlock last achievement.
C.R.E.E.P.S is an ambitious indie experiment from BRINK 3D that attempts to fuse first-person shooting, squad command, and tower-defense mechanics into a single, moody package. Rather than committing to one genre, the game positions itself at the intersection of several, asking players to fight on the front line while also thinking like a tactician responsible for fortifications, support units, and battlefield control. This hybrid identity defines both its most interesting moments and its most visible shortcomings, as the scope of its ideas often stretches further than the polish of its execution. The premise leans into familiar sci-fi horror territory, framing the action around a catastrophic experiment that opens a gateway to hostile dimensions. Humanity is suddenly under siege, cities are plunged into darkness, and monstrous entities begin pouring into the world. You step into the role of a soldier tasked with holding the line, restoring power, and ultimately stopping the invasion at its source. The narrative exists mainly to provide context and atmosphere rather than to drive emotional investment, but it does enough to establish stakes and justify the relentless waves of enemies that define the game’s structure. Gameplay unfolds as a constant balancing act between action and planning. On one hand, you control your character from a first-person perspective, wielding a selection of conventional firearms to deal with enemies directly. Shooting is functional and readable, favoring straightforward engagements over precision gunplay. On the other hand, success rarely comes from gunfire alone. You are encouraged to deploy squad members with specialized roles, build defensive structures, and place equipment that can slow, damage, or redirect enemy waves. This layered approach forces you to divide attention between immediate threats and longer-term defensive strategy, especially as enemy numbers increase. One of the more distinctive mechanics is the game’s emphasis on darkness and light. Many environments are shrouded in heavy shadows, limiting visibility and creating a constant sense of vulnerability. Restoring power or activating light sources can shift the balance of a fight, revealing enemy paths and sometimes weakening hostile forces. This system adds a thematic cohesion between gameplay and atmosphere, turning environmental management into a strategic concern rather than mere set dressing. When it works, it gives encounters a tense, survival-oriented rhythm that separates C.R.E.E.P.S from more conventional shooters. The squad and defense systems introduce variety but also expose the game’s rough edges. Deployable units such as medics or engineers add tactical options, allowing you to heal, repair, or reinforce positions, while static defenses help create chokepoints against incoming waves. However, managing these elements can feel clunky, with interfaces that lack clarity and responsiveness. The underlying ideas are solid, but the execution often requires patience, as issuing commands or placing structures does not always feel intuitive in the heat of combat. Enemy encounters are built around wave-based pressure rather than diverse behaviors. While the sheer number of attackers can be overwhelming, individual enemy types tend to blend together over time, which can make extended sessions feel repetitive. The challenge comes more from attrition and positioning than from adapting to radically different threats. This design reinforces the tower-defense aspect of the game but can undermine the excitement of first-person combat, especially when AI behavior feels predictable. Visually, C.R.E.E.P.S reflects its indie origins. Environments are serviceable and atmospheric but lack fine detail, relying on darkness, fog, and lighting effects to create mood rather than visual fidelity. Character and enemy models are functional rather than expressive, serving gameplay needs without adding much personality. Sound design plays a larger role in immersion, with ambient noise, distant creature sounds, and environmental cues helping to sell the sense of danger and isolation, even when the visuals themselves feel sparse. The pacing of the game is uneven. Early missions introduce mechanics gradually, allowing players to experiment with shooting and defense placement, but later encounters can spike in difficulty without providing sufficient tools or feedback to adapt smoothly. This can make progress feel more trial-and-error than strategically satisfying. For players who enjoy learning through failure and incremental improvement, this can be engaging; for others, it may feel punishing or opaque. Ultimately, C.R.E.E.P.S is a game defined by its ambition. It reaches for a hybrid experience that blends action, strategy, and horror, and at times it succeeds in creating tense, memorable moments where careful planning and quick reactions align. However, limited polish, repetitive encounters, and awkward interfaces prevent it from fully realizing its potential. It is best approached as a niche indie title for players who enjoy experimental designs and are willing to overlook rough edges in favor of interesting ideas. For those seeking a tightly refined shooter or a deeply strategic tower defense game, it may fall short, but for players curious about unconventional genre blends, C.R.E.E.P.S offers a glimpse of what such a fusion can look like, even if it never quite reaches its full promise. Rating: 5/10
喜减一中 一款fps加塔防游戏,要说完全不能玩也不至于,虽然充斥着堆怪和重复战斗,以及一些愚蠢的射击和bug。
I played it as a TD game. The game is only made of asset, not beautiful at all, didn't worth the old 12€ price. For 1,59€ it's if you have time to lose.
This game is absolute garbage. It's a boring wave shooter with tower defenses you can easily exploit just by sheer cash-hoarding and focusing on damage output so things die before your things do. Each level gives an extra generator to protect (as long as you keep one alive then you win regardless) and waves are long and drawn out and don't change anything up except introducing a new enemy with each new level. Going back to an old level won't change the updated enemy roster. If you got to level 8 and then replay level 1 then you have to deal with the extra tanky enemies (so you can back yourself into a corner and have to restart the progression). Clicking "New Game" locks you in an endless loading screen until you force-close the game. The second to last level has enemy spawns that get enemies stuck in each other, and the last level bugs out on wave 13/15 (after taking over an hour to get to. Without fail, it would bug out on this wave every time) so you can't even finish this jank mess of an asset flip.
这什么鬼东西?屎?全是UNITY3D引擎的社区素材拼起来的
Sowas von grottenschlecht. Keine Ahnung wo ich da anfangen soll. Kurz und bündig: Technisch Müll. Da lobe ich mir die alten Games in Richtung Shooter wie Unreal Tournement, Quake 3, Doom etc. Sein Geld (aktuell 11,99€) absolut nicht wert.
Momentum
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