Curve Studios, the indie developer behind Fluidity and the newly-on-PC action-platformer Explodemon, have just released their retro stealth game Stealth Bastard for free.

Described as a mashup between Metal Gear Solid and Super Meat Boy, Stealth Bastard features 28 levels of 2D sneaking goodness. Even though you’ll occasionally wind up waiting for a robot or camera to turn away from you, the levels do move briskly. They’re also relatively short, which means having to retry one after failure rarely feels like a chore. And you’ll need to replay them several times if you want to nab a good spot on the leaderboards.

The slick SNES-era retro aesthetic suit the stealth-puzzle gameplay well, with bold lighting schemes dynamically transforming the levels as you progress. Instructions pop up on walls à la the most recent Splinter Cell, though they’re a bit more fourth wall-breaking than Sam Fisher’s inner monologue.

Stealth Bastard is a shockingly robust package for the low price of zero dollars. It even features a built-in level editor, and user-created levels are already available for download. The only major bummer is that its release is currently limited to Windows. That said, assuming you don’t mind seeing an ad for Explodemon upon exiting the game, you should give Stealth Bastard a try pronto. 

Source: Curve Studios

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  • Desidero - Sunday, November 06, 2011 - link

    The game was interesting, but the forced wait times when you finish a level drove me crazy. Perhaps I'm just too impatient, but it drove me crazy staring at the high score screen for 30 seconds at the end of each level. You spend more time going through the pre/post-level screens than you do completing the levels themselves. Reply
  • ajaxpliskin - Sunday, November 06, 2011 - link

    Hi, this is in no way normal. You should not be forced to look at the high scores. Have you tried pressing Enter/Return key? Reply
  • Desidero - Sunday, November 06, 2011 - link

    Yeah, I pressed enter, escape, space, all the standard game controls, right/left mouse, etc. Nothing made the screens go away faster. Reply
  • Craig Getting - Monday, November 07, 2011 - link

    They've updated it since the weekend. Seems to speed up these load times. Reply
  • jimhsu - Sunday, November 06, 2011 - link

    Sad to see the potential of UEFI squandered on pretty "3D interfaces". Here's what I want a UEFI-based interface to be able to do:

    - Ability to support multiple profiles that can be recalled with a single click. E.g one for OC benching, one for everyday use, one for low power undervolting, etc.

    - Customizable, saveable interface. Don't use overclocking? Hide it. Want to experiment with memory timings? Move it up in the list to save keystrokes.

    - Integrated benchmarking functionality. Can be something as simple as a rudimentary SuperPI or Prime95 like thing. Can be fancy but not necessary.

    - Much better OS integration. Again, in terms of profiles, customization.

    - Considerations for notebook/tablet uses. Touch interface. Altering settings / boot priority / etc based on presence of AC power, battery, docking station.

    - Visual aesthetics. Yes, they do in fact matter. Color and shading to improve contrast. Logical grouping of functionality (without having memory timings on this screen, FSB on another one, TurboBoost on yet another one).

    That will truly bring BIOS into the modern age with out this "pretty stuff" in the way.
    Reply
  • jimhsu - Sunday, November 06, 2011 - link

    Hm... this was meant for the other thread I opened. Oops. Reply
  • dfsd - Sunday, November 06, 2011 - link

    lick on our website:
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    Reply
  • xsilver - Monday, November 07, 2011 - link

    interesting that nobody has mentioned that games like this should be developed for mobile platforms and would reach a much wider audience that way?

    but then again if the coding is bad that you need a dual core 2ghz to play then ios/android is probably not a good idea
    Reply
  • Craig Getting - Monday, November 07, 2011 - link

    I think the biggest issue to this being a mobile game right now is the control scheme, though you're definitely right about the optimization issues.

    Virtual d-pads, etc. just aren't precise enough for games like this.
    Reply
  • KingstonU - Monday, November 07, 2011 - link

    Gave it a shot but game keeps giving me errors and can't get past the start screen to start a game. Reply

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