Abiotic Factor is a Survival Crafting FPS taking inspiration primarily from Half-Life 1 and SCP/Control, among many other things. Play solo or with friends as you manage hunger, thirst and more while improving various skills as you attempt to survive an assortment of invaders from a dozen realms.
It's Half Life 1 + SCP but you're a random scientist and there is no Freeman. Survive, try to escape, and build insane gadgets while reading and hearing about the inner workings of an anomaly containment and research facility gone mad.
I'm bad at megathreads, leave suggestions in the replies.
Please use spoiler tags when discussing plot or areas past Sector 2, Manufacturing! A huge chunk of this game's appeal comes from experiencing new things.
Re: Surviving Science - Abiotic Factor
Posted: Wed Aug 06, 2025 9:06 am
by StarlightNecromancer
I'm so bad at this game, but its also because its the only survival crafting game that's actually appealed to me! Most makes me feel like I'm baby sitting my characters, and that my tools are ultimately worthless but I actually felt like I was doing stuff.
I like to be the homemaker in AF. I like to do the gardening and the cooking and the medical stuff. I will steal all the lamps tho
Re: Surviving Science - Abiotic Factor
Posted: Wed Aug 06, 2025 10:18 pm
by Teacyn
It's definitely one of the best survival crafters out there IMO, and I really hope it starts a new trend. It's the simple fact the game is an actual linear, story-based videogame and not just an open sandbox where things maybe happen sometimes. It's the first time I've seen this gameplay style actually leveraged as a part of a game and not the entire thing.
Re: Surviving Science - Abiotic Factor
Posted: Fri Aug 08, 2025 8:34 am
by StarlightNecromancer
Teacyn wrote: Wed Aug 06, 2025 10:18 pm
It's definitely one of the best survival crafters out there IMO, and I really hope it starts a new trend. It's the simple fact the game is an actual linear, story-based videogame and not just an open sandbox where things maybe happen sometimes. It's the first time I've seen this gameplay style actually leveraged as a part of a game and not the entire thing.
That definately helps a lot imo, but I think the major thing is they understand what's annoying about the genre. I hope it makes a general trend towards making the genre less annoying as a whole
I love the way that you can build your scientist in such a way that like, you can be eating out of the trash cans and drinking dirty pool water. 10/10
Re: Surviving Science - Abiotic Factor
Posted: Sun Aug 10, 2025 9:53 pm
by RoeTheSalmon
I'm genuinely surprised how the team was able to take the environments of an underground lab and fully extrapolate that into a really robust environment fit for a survival crafter! I've dumped a lot of time timer Abiotic Factor, though I haven't even gotten back to it since 1.0. Been playing with DarnHyena's Cackle Factor mod, too, so all of my coworkers at G.A.T.E. are cute yeen folk with big snoots.
Been thinking of finding a way to unlock the camera and make videos of Hyena Hidey Holes since I really enjoy the base building aspect of the game, from the more practical elements of storage, to the more personal touches, like aesthetic and layout. It's always fun putting your bed into a little nook you've filled with light sources, rugs, maybe a skeleton or two, and like a dozen arcade cabinets mysteriously lifted from Flathill.
Re: Surviving Science - Abiotic Factor
Posted: Sun Aug 10, 2025 10:12 pm
by Lavender
Big fan of Abiotic, despite not being big on survival games in general. Upgrade systems and map layouts go a real long way to help zhat, I zhink-it's almost like a Metroidvania in its progression.
Our crew is pretty far in, but my gear has reached ze point where I'm doing very funny business wizh movement speed, sneak attacks, and a really big sharp melee weapon.
Re: Surviving Science - Abiotic Factor
Posted: Sun Aug 10, 2025 10:32 pm
by Sludger Slipfwysh
I've had my eye on this one for a bit. I'm looking forward to giving it a go when I can make time for it.
Re: Surviving Science - Abiotic Factor
Posted: Tue Aug 12, 2025 2:58 am
by Wet Dog Squad
Have been running a LAN game with our girlfriends for the past month or so, and it's a ton of fun. Just wrapped up the
Hidden text.
Furniture Store
, today, and am constantly blown away by how much of the game there still is to go through.
-Kiri
Re: Surviving Science - Abiotic Factor
Posted: Tue Aug 12, 2025 9:07 am
by StarlightNecromancer
Wet Dog Squad wrote: Tue Aug 12, 2025 2:58 am
Have been running a LAN game with our girlfriends for the past month or so, and it's a ton of fun. Just wrapped up the
Hidden text.
Furniture Store
, today, and am constantly blown away by how much of the game there still is to go through.
-Kiri
Oh god I haven't had a proper LAN party in so long, you're making me jealous
Re: Surviving Science - Abiotic Factor
Posted: Wed Aug 13, 2025 4:38 am
by Wet Dog Squad
StarlightNecromancer wrote: Tue Aug 12, 2025 9:07 am
Oh god I haven't had a proper LAN party in so long, you're making me jealous
Should clarify: By girlfriends we mean our partner system that we live with, so it's just two players. Still, it's a lot of fun.
Hidden text.
Also, just reprogrammed the security turrets in the containment area :3.
-Korb
Re: Surviving Science - Abiotic Factor
Posted: Wed Aug 13, 2025 7:40 pm
by Millie(let)
Zhis game was quite fun, I recently beat it solo and also wizh a friend group. Unfortunately, zhis means I'm quite burnt out on it. Maybe I will play it again if a partner ever wants to do a playzhrough.
regardless, some zhoughts after finishing za game:
Hidden text.
As fun as this game was, the ending felt really kinda anti-climatic? I mean, sure, the scale of the consequences is climatic enough for anybody, but being railroaded to make a stupid decision always feels annoying, and I don't feel like anything has been "resolved" in the story other than the fact that we got out of the facility. I dunno. Gameplay was fun enough. Quantum pick and a Snowfall Shotgun and an expedition suit pwns everyzhing.
Hidden text.
I found myself yearning for more advanced base-building systems, so I could have a post-game create-your-own-fun style by building a comfy village on the ending island, and providing services for NPCs or something. Ah, well. Not every game can be modded Minecraft.
Re: Surviving Science - Abiotic Factor
Posted: Wed Aug 13, 2025 10:32 pm
by Teacyn
We're in three active playthroughs currently and it's a lot, but this game has the odd property of seemingly just being incapable of burning us out. WE want to play it like constantly and have ever since it came out in EA a year ago.
Re: Surviving Science - Abiotic Factor
Posted: Sun Aug 17, 2025 9:50 pm
by Teacyn
Finished the game today.
Really appreciate
Hidden text.
the entire reason his name is Cahn being so they can do a "the long con" joke 5 seconds before the game ends.
That's commitment to the bit.
Re: Surviving Science - Abiotic Factor
Posted: Sat Sep 06, 2025 5:15 am
by Sludger Slipfwysh
Finally got a copy.
I am going insane, Leyak is doing constant psychic damage to me.
Re: Surviving Science - Abiotic Factor
Posted: Mon Sep 22, 2025 3:47 pm
by Teacyn
Hey all, the devs have just put out a big survey asking for opinions on what people think the future of the game + studio should be. It'll be open for about 2 weeks.