Hello — new poster here, but I thought some of you might be interested in an indie game I’m building in UE4 with a small group of friends. It’s called Foothold. You play as an invisible alien critter that can possess people and mutate them, and generally cause chaos in a lab environment.

Here’s a video we put together:

Check out our site if you have a minute. We’re excited to start sharing the game with people. If you have any feedback or suggestions we’d be happy to receive those.

Please keep in mind that we’re going for intentionally simple graphics and this is very much work in progress – we don’t have animations in the game yet, for example. Hopefully the core idea will come across at least!

Let us know what you think. Thanks!

I love this so much!
Maybe it’s because this reminds me of H.E.D.Z. a little, but I absolutely love the atmosphere you already have set up. The simplicity and overall design is awesome!

Hey, thanks! :slight_smile:

Glad you like it! We’re working to make sure whatever we end up with is simple and approachable, and hopefully the atmosphere will get even cooler as we add more content.

I hadn’t heard of H.E.D.Z. before. Checked out a video – looks like an enjoyable madhouse of a game!

I like the theme. It reminds me of a great Stargate episode! =)

Thanks! I haven’t watched Stargate since I was young kid. I should add it to the queue.

Theme-wise, the original Half-Life is a big inspiration (if you can’t tell from the cartoony scientists and security guard), and stories like From Beyond by H.P. Lovecraft, which deal with invisible realms of psyche-munching aliens.

Hopefully we’ll be able to show more of the game’s story soon…

I know it’s been ages since I posted anything here, but I’ve continued fiddling with this game design for some time. Right now it’s in the process of being adapted to 4.8.

There’s a playable build up on IndieDB now, if anyone is interested in checking it out and telling me what they think…

Also, here’s a playthrough of the released level:

There’s a lot more than this level that’s been developed, but I’m trying to figure out the best way of training the player, with small releases, rather than getting too far ahead of myself with mechanics that are fundamentally problematic.

Not everyone has taken to the gameplay concepts right away, so there have been several iterations trying to present them in a clearer way, and in some cases reshape them to match player expectations.

It’s been a fun process though. Even if someone has general playtesting suggestions, or questions about my experience playtesting, I’d be happy to have that conversation here or via private messages.