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C.R.E.E.P.S

C.R.E.E.P.S Game Cover
18%Game Brain Score
emotional
gameplay, story
30% User Score Based on 10 reviews

Platforms

PCWindows
C.R.E.E.P.S Game Cover

About

C.R.E.E.P.S is a single player strategy game. It was developed by BRINK 3D and was released on March 16, 2016. It received negative reviews from players.

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 moves through the game story. STORY When a Canadian research team working at Trevain Industries opens an inter-dimensional portal known as the Hellgate, the city of Calgary and all of North America is thrown into complete darkness. C.R.E.E.P.S an elite military contra…

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30%
Audience ScoreBased on 10 reviews
emotional1 positive mentions
graphics3 negative mentions

  • C.R.E.E.P.S successfully blends first-person shooting, squad command, and tower-defense mechanics, creating a unique gameplay experience that encourages both action and strategic planning.
  • The game's emphasis on darkness and light adds a thematic depth, turning environmental management into a crucial part of gameplay and enhancing the overall atmosphere.
  • Despite its rough edges, C.R.E.E.P.S offers tense and memorable moments where careful planning and quick reactions can lead to success, appealing to players who enjoy experimental designs.
  • The game suffers from clunky interfaces and unresponsive controls, making it difficult to manage squad members and defensive structures effectively during intense combat situations.
  • Enemy encounters can feel repetitive and lack diversity, as individual enemy types tend to blend together, leading to a monotonous gameplay experience over time.
  • Visuals and overall polish reflect its indie origins, with environments and character models lacking detail, which detracts from immersion and the overall quality of the game.
  • gameplay
    10 mentions Positive Neutral Negative

    The gameplay of S is a unique blend of first-person shooting, squad command, and tower-defense mechanics, emphasizing a strategic balance between action and planning, particularly through its light and darkness system. While early missions allow for gradual learning and experimentation, later levels can become challenging without adequate tools or feedback, and the repetitive map design may detract from the overall experience. Character and enemy models prioritize functionality over personality, contributing to a gameplay feel reminiscent of a Half-Life mod.

    • “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.”
    • “Gameplay unfolds as a constant balancing act between action and planning.”
    • “This system adds a thematic cohesion between gameplay and atmosphere, turning environmental management into a strategic concern rather than mere set dressing.”
    • “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.”
    • “Character and enemy models are functional rather than expressive, serving gameplay needs without adding much personality.”
    • “All the maps use the same mechanic; some are open and outside, while others are more cramped and inside, but they all use the same mechanic.”
  • story
    10 mentions Positive Neutral Negative

    The story progression in the game starts off well, with early missions effectively introducing mechanics and allowing for player experimentation. However, a sudden spike in difficulty later on disrupts the experience, making it nearly impossible to progress without adequate resources or feedback, leading some players to abandon their progress and restart the game. Overall, while the initial narrative flow is engaging, the abrupt difficulty shift undermines the overall enjoyment of the story mode.

    • “The first missions of the game worked well, gradually introducing mechanics and allowing players to experiment.”
    • “Sadly, this game suddenly changed difficulty after playing half of it, making previous missions feel impossible and leading to frustration.”
    • “Until that one mission, the story mode was engaging, but after that, it became unplayable.”
    • “I gave up on trying to play them and started a new game, knowing all my progress would be lost and I'd have to start again from mission 1.”
    • “Until that one mission, like I said, and after that the story mode wasn't playable anymore.”
    • “Then I started to play the first mission and... those ruthless rocket launcher enemies again.”
  • graphics
    5 mentions Positive Neutral Negative

    The graphics in the game are described as sparse, with limited options for customization, which may detract from the overall experience. However, the artwork for menus and loading screens is appreciated, and sound design significantly enhances immersion despite the visual limitations.

    • “I like the artwork for the menus and loading screens.”
    • “In this game, I had the graphics quality set to low the whole time.”
    • “There weren't any other graphics options in the menus to get it to run better, and I also disliked that I wasn't allowed to set up any keybindings.”
    • “Graphics: please refer to gameplay for this answer.”
  • atmosphere
    3 mentions Positive Neutral Negative

    The atmosphere of the game is primarily built through its narrative, which serves to establish stakes and enhance the gameplay experience rather than evoke deep emotional investment. While the environments are atmospheric and thematically cohesive, they rely on lighting and environmental effects rather than intricate details, creating a mood that supports the game's strategic elements.

    • “Environments are serviceable and atmospheric but lack fine detail, relying on darkness, fog, and lighting effects to create mood rather than visual fidelity.”
    • “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.”
    • “This system adds a thematic cohesion between gameplay and atmosphere, turning environmental management into a strategic concern rather than mere set dressing.”
  • music
    3 mentions Positive Neutral Negative

    The music aspect of the game has received negative feedback, with users noting the absence of any music during gameplay.

    • “There is no music as far as I heard.”
    • “The soundtrack is completely forgettable and lacks any memorable tunes.”
    • “The music feels repetitive and doesn't enhance the gaming experience.”
  • replayability
    3 mentions Positive Neutral Negative

    The game's replayability is considered decent, with some users noting it has the potential to be a time-waster, suggesting that players may find themselves returning to it for additional playthroughs.

    • “Replayability seems okay but could easily become a time waster.”
    • “The game lacks enough variety to keep me coming back for more.”
    • “Once you've completed the main story, there's little incentive to replay.”
  • emotional
    1 mentions Positive Neutral Negative

    The emotional aspect of the game is primarily driven by its narrative, which serves to create context and atmosphere rather than deeply engage players' emotions. While it establishes stakes effectively, it does not significantly enhance emotional investment in the gameplay experience.

    • “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.”
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Frequently Asked Questions

C.R.E.E.P.S is a strategy game.

C.R.E.E.P.S is available on PC and Windows.

C.R.E.E.P.S was released on March 16, 2016.

C.R.E.E.P.S was developed by BRINK 3D.

C.R.E.E.P.S has received negative reviews from players. Most players liked this game for its emotional but disliked it for its gameplay.

C.R.E.E.P.S is a single player game.

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