Space Beast Terror Fright

Space Beast Terror Fright

36 ratings
General Guide (Early Access)
By Steelpoint
This guide will provide information and tips on how the game works, mechanics and anything else. This guide will attempt to remain up to date as the game is developed.
   
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General Overview
In Space Beast Terror Fright (SBTF) you play as a Space Marine onboard of a procedurally generated space ship, your objective is to locate and download a random amount of DataCores while fending off a never ending hoard of Xenomorphs. Once you've downloaded all information from all DataCores you must overheat the ships Reactor and then exfiltrate before the ship explodes.

Currently the game has one game mode. Your objectives in this mode are as follows:

1: Download all DateCores on the ship
2: Locate and overheat the Reactor
3: Escape the ship before it explodes
The Marine


This is you.

Despite your heavy armor you are relativity fragile, Xenomorphs can kill you instantly in melee combat and bullets are surprisingly lethal. Fortunately Xenomorphs lack any ranged combat options and the only ranged attack you have to worry about is friendly fire from Sentry Turrets and fellow Marines (In Co-op)

When you begin your tour of duty as a new soldier you will only have the most basic of equipment on offer to you. Do note that your soldier is persistent and anything you unlock and acquire from one tour of duty (mission) will transfer over to the next one, until you die.

Whenever you start a new mission, and in this case a new soldier, this is what you'll see.


We'll go through every function, and what happens as they upgrade.

Do note that in order to upgrade suit functions, you MUST download from a DataCore, in doing so you have a good chance of randomly being given a upgrade to one ability. Do note that these do not carry over from one soldier to another, so try and avoid getting your soldier killed (good luck)

Download Speed: This represents how fast you can download DataCores or activate Sentry Turrets, initally your download speed is 10 seconds | As you upgrade it you'll increase your download speed by 2.5 Seconds up to a maximum of 1 second.



Recharge Rate: How quickly your suit will recharge power when downloading from a Core/Turret, initally the recharge rate is a factor of 1 (1 seconds of power for every second of interacting with a console) | As you upgrade your recharge rate will increase by a factor of 2.5 up to a factor of 10.



Map Date: How much information about the ships layout the tactical map will display. Initially no information will be displayed until upgraded | As you upgrade it you'll not only get a clearer visual appearance of the map, but also information about the location of doors, the reactor, sentry's and your ship.



Infra-red Vision: This displays the power of your Infra-red vision. This feature is unavailable until your able to upgrade it initially. | Infra-red vision grants you progressively better vision of the area, allowing you to better see in the dark as well as better see Xenomorphs even through gunfire and smoke, however your power drain will increase so long as its being used. As you upgrade it the visual image will be of a higher quality, it takes until the IRV is around 50% (Two Upgrades In) for it to be effective.



Suit Power: This displays how many seconds of power you have left. Power is used for your flashlight, as well as Infra-red vision when activated. Your inital power levels are at 60 seconds| As you upgrade it you'll increase your overall power capacity by 30 seconds until a maximum of 180 seconds of stored power.



AmmunitionCapacity: This displays both how many rounds of ammunition you have left (Top) and how much ammo you can carry in total (Bottom). | As you upgrade it you'll be able to hold more ammunition, starting from 500 rounds to 2500 rounds.



Motion Sensor: This will warn of you any nearby Xenomorph movement on the Tactical Map, initially by only warning you of how far a Xenomorph is, but not which direction. | As you upgrade it you'll be able to visually see blips on your Tactical Map on where exactly the Xenomorph's are, upgrading it will increase the range of the tracker until it can cover the entire ship.



Waypoints: This will visually show you on your Tactical Map where the nearest DataCore, Reactor, Sentry and Airlock (Your starting point) is to your present locations, initially it starts unactivated and must first be activated to turn on. | Upgrading it will progressively show you the way points for other points of interest, from DataCore's to the Airlock.




The Tactical Map: This is used in conjunction with multiple other suit abilities, as those abilities are upgraded you'll be granted additional usability from the TacMap. Initially it provides little benefit aside from showing you the total distance (in meters) the nearest DataCore and Xenomorph is. As upgrade it'll eventually show you the ships layout and precise indicators of where Xenomorphs as well as Airlocks, Sentry Turrets and the Reactor.






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Your Gun.

Your gun is how you defend yourself. Initially you can only carry a maximum of 500 rounds, but this can be upgraded. You get additional ammo in the field by activating DataCores, you will also replenish your ammo at the start of a new mission.

Your gun has four different ammo types, each higher ammo types deals more damage than the last. You get higher ammo types by finding more ammo naturally or just by being lucky. Higher ranked ammo types deal more damage but tend to have a slower fire rate.

Brown Ammo - Standard Bullets
Red Ammo - Armour Piercing Explosive Rounds
Blue Ammo - Plasma Rounds
Green Ammo - Adv Plasma Rounds

Your gun has kickback which can make keeping on target difficult, also any smoke and gore kicked up by the gun fire further helps obfuscate your view. A "autofire" upgrade will make aiming easier if you can get it.

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As a Marine you need to keep on the move, the Aliens only get more powerful as time drags on. Keep your distance from any Xenomorph to avoid a grisly fate.

If you come into close range of a Xenomorph, you'll gain a speed boost which can be used to quickly move away from the alien. Also the closer a Xenomorph gets to you, the more your camera will slightly shake back and fourth to warn you.
The Ship
The ship you are on is procedurally generated, thus each new ship you board will never be the same as the last. Nonetheless there are multiple features of the ships that remain constant.

DateCores

This is your first objective, around the ship are a random amount of DateCores (Ranging from 3 to 20+). You must locate and download every single on of these. However when you do finish downloading information off a DataCore, there's a good chance you'll randomly upgrade a component of your suit.

DataCores emit a Blue glow, and they fade to black when they've been used.

Sentry Turrets

Your best friend. Turrets are optional objectives to activate, but are extremely vital as activating them grants you a temporary ally.

Once activated a Turret will bring its gun to bare on any Xenomorph within range of it. Easily capable of killing moderately sized groups of Aliens. Turrets have a inbuilt Friend Or Foe detection system and will not fire if a Marine is standing in its line of sight, but accidental friendy fire can occur if you run into it while firing.

Being shot by a bullet will deal damage to a marine. This usually ranges to componets of the marine's HUD being disabled, such as their ammo count, map, crosshair, lights or more. It will also knock down a marine on impact making them vulnerable to aliens.

Turrets only have 500 rounds before exhausting, you can check how much ammo is left inside a turret by looking at its console screen. Aliens do not target Turrets at any point.

Turrets exhibit a low Green glow, when activated they show a very bright Green glow.

The Reactor
The Reactor is a single structure located somewhere on the ship, this is your second objective. Once you've downloaded all DateCores your objective will be to locate the Reactor and set it to overload.

First you have to open the Reactors outer shield, activating the shield is instant but it takes a few seconds for the shield to fully raise. Afterwards you must deactive four reactor consoles. After all four consoles are deactivated the ship's self destruct will initate, granting you 1:30 to escape back to your ship.

Airlocks
Airlocks are strewn all over the ship, and make for a great asset. Only Marines can open and close Airlocks, Aliens can't. Closing Airlocks can give you a few moment reprieve to either continue retreating or to prepare a defence.

Aliens will break down closed Airlocks eventually, each airlock will denote its integrity by the electronic panal above it. Once a Airlock is destroyed it remains that way forever.

Normal airlocks emit a small amount of light, destroyed airlocks emit a dull red light.

Your Ship
You start a mission inside the external airlock of your ship. Aside from being very bright this room holds nothing else you can use, and once you leave this room you cannot return until you've accomplished all of your objectives. However the ships airlock is indestructable, your tax dollars at work.
The Xenomorphs
The Xenomorphs are your main and only enemy to contend with. As noted prior Xenomorphs are extreamly lethal at melee range, capable of killing a Marine instantly. Xenomorphs have a moderate movement speed, around the same speed as a Marine but slightly faster. They can run on all surfaces meaning a hallway may well see Xeno's on all surfaces running towards you.

Currently Xenomorphs enter the map via Breaches. These Breaches will occur not long after a mission starts at several semi-random locations. Usually these Breaches will occur in dead ends or in very specifc rooms. Aliens will continually pour out of these Breaches, with one Alien appearing at each breach every 10 or so seconds.

Do note that there is a higher difficulty in the game that instead makes breach's appear fully randomly anywhere on the ship, this makes the game extreamly more difficult as Aliens can now appear from literally anywhere.

Xenomorphs gain numerical power as the game advances, the longer the mission goes the more Aliens that will pour through these breaches, making moving through areas of the ship very difficult. Finding areas the Xenomorphs have had a heavy presence is not difficult considering all the destroyed doors and general damge that will be present.

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Overall, keep your distance and keep shooting. Fortuantly the individual Xenomorph does not take much gunfire to kill.

Of note is that the music will change depending on the distance, and number, of Xenomorphs there are near to you. Meaning if you notice the music change into a more action oriented tone, then get ready.
The Game Modes
Currently there are two game modes on offer to play. They are:

Crawlers, Hard
The current default game mode.

The Objective is to download X number of DataCores, then disable 4 Coolent Terminals, then escape the ship before it explodes.

Breaches (alien spawn points) appear in several pre-determined spots on the map over the course of the mission. While they appear semi-randomly they will always appear in designated area, usually dead ends.

Aliens will singlemindedly charge any nearby Marines, they tend to notice a Marine that is under 10 meters from them.

Crawlers, Hard, Random Breaches
Identical to 'Crawlers, Hard' except Breaches can occur absolutly anywhere on the map aside from directly on top of a DataCore, Sentry Turret or Coolent Terminal.

This game mode is significantly more difficult than the default game mode.

Crawlers, Easy
Identical to Crawlers, Hard except that breaches appear at a far slower and less common rate. Meaning the ship will have significantly less aliens on board.

Crawlers, Insane
Identical to Crawlers, Hard except that breaches appear at a significantly faster rate. Meaning the ship will very quickly be overrun with aliens.
Changelog
18/04/15 - Updated Marine image with a higher quality image, update the Marine page with additional information on upgrades. Updated the Ship page with additional information on the players spawn point, turrets and airlocks.

21/04/15 - Added a new 'Game Modes' section detailing the game modes in the game currently.

29/05/15 - Updated 'Game Modes' section detailing newly added game modes to the game, also update the 'turret' section detailing minor changes made to the turret.
10 Comments
Durandal 26 Jun, 2022 @ 4:37pm 
so there are the beasts, what are the little things that go after you?
id.K.F.A 19 Jul, 2020 @ 7:34pm 
Wish there were mods so I can play as a dungeons and dragons or Metroid mod.
Prez 10 Aug, 2017 @ 7:01am 
Great game - love the ALIENS feel! A question though: could someone tell me how to level up and earn upgrades? I'm doing missions and earning XP but at the mission briefing at the end states "XP to Next Level: N/A" Sorry if it's a noob question...
12 Mar, 2017 @ 4:35pm 
you going to update this at all?
Steelpoint  [author] 28 Apr, 2016 @ 12:25am 
I do need to update this guide with all the new content in game.
Fairplayer 1.0 27 Apr, 2016 @ 10:49am 
That's really helpful, thanks!
That should be officially supported!
Rektikel 13 Feb, 2016 @ 4:31pm 
good guide ! might need a bit of an update :steamhappy:
H.K.Dadnstuff 23 Jan, 2016 @ 11:23am 
Very good basic info. Hope to see it updates as the game progresses.
Smotmys, the Dreamer 5 Jul, 2015 @ 1:03am 
Thank you friend, the bit on the speed boost helped me out, I wasn't sure if the FOV increase was fooling me on that.
Chip "Chunky" Chuck 15 Apr, 2015 @ 10:39am 
Fantastic guide, let me know exactly what I was doing (the game could really use a "how to play" option in the main menu).