Compara los precios de Beyond Enemy Lines en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Polygon Art. Publicado por Polygon Art. Lanzado el 21/2/2017. Disponible en PC, Xbox. Géneros: Action, Indie.

A solo-dev tactical FPS with real punishment and zero handholding - respect its hardcore DNA or walk away frustrated.

I want to be the advocate here, because Polygon Art is a one-person operation out of Germany, and that context matters when you boot up Beyond Enemy Lines. The ambition is genuine: a lone-wolf tactical FPS where you infiltrate Soviet separatist compounds, recover a satellite control chip, and choose between quiet elimination and direct confrontation. No aim assistance. No mid-mission saves. No tooltips nudging you toward the right answer. The design philosophy is proudly punishing, and for a small slice of the audience, that will land exactly right. The original 2017 release sits at a mixed reception on Steam, hovering around 46% positive, and the criticisms are consistent across multiple outlets. Level design is the core wound. The compounds you infiltrate are largely linear, with reviewers pointing out that real stealth games live and die by their spatial creativity - multiple entry points, vertical options, environmental shortcuts. Beyond Enemy Lines tends to offer one way in and one way out, which turns what should be tactical chess into a slower, more frustrating version of trial and error. The AI pitches itself as a dynamic moral system where enemies react without scripted behavior, but in practice reviewers found the AI inconsistent - enemies who stop pursuit too early, don't call reinforcements, and occasionally glitch into walls or freeze mid-animation. When the AI works, there is genuine tension. When it doesn't, the whole premise of 'skill and tactical decisions matter' collapses under you. Gunplay is similarly uneven. Recoil is present and unassisted, which fits the hardcore pitch, but the feel of the weapons never quite delivers the weight that the difficulty demands. Firefights are quick and lethal, which can be thrilling or simply punishing depending on how the encounter geometry falls. The visuals run on Unreal Engine but reviewers consistently described them as feeling dated - sparse environments, drab color palettes, limited animation work. The soundtrack is minimal to the point of near-silence in stretches, which some might read as atmospheric austerity and others will read as an unfinished soundscape. I lean toward the latter, reluctantly. Where the game earns some of its goodwill is in its scope for a solo development project. The original campaign runs to roughly 8 missions across approximately ten hours of playtime, with the Operation: Arctic Hawk add-on contributing four more missions set in winter environments. The Workshop support means community maps exist to extend the life of the experience past the base content. If you treat this as a patience test - learning patrol routes, scouting from elevated positions before committing, accepting restarts as part of the loop - there is a functional challenge loop underneath the rough edges. It is not polished, but it is earnest. The honest recommendation is narrow. If your frame of reference is Delta Force or the early Rainbow Six games and you can tolerate a budget execution of that fantasy, Beyond Enemy Lines has enough mechanical structure to give you something to work against. If you need responsive AI, varied level architecture, or any visual personality in your environments, this will feel like a step backward rather than a throwback. Kai, Scout Team

Beyond Enemy Lines

Beyond Enemy Lines

21 feb 2017Polygon Art
GamerScout opina

A solo-dev tactical FPS with real punishment and zero handholding - respect its hardcore DNA or walk away frustrated.

PCXbox
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I want to be the advocate here, because Polygon Art is a one-person operation out of Germany, and that context matters when you boot up Beyond Enemy Lines. The ambition is genuine: a lone-wolf tactical FPS where you infiltrate Soviet separatist compounds, recover a satellite control chip, and choose between quiet elimination and direct confrontation. No aim assistance. No mid-mission saves. No tooltips nudging you toward the right answer. The design philosophy is proudly punishing, and for a small slice of the audience, that will land exactly right. The original 2017 release sits at a mixed reception on Steam, hovering around 46% positive, and the criticisms are consistent across multiple outlets. Level design is the core wound. The compounds you infiltrate are largely linear, with reviewers pointing out that real stealth games live and die by their spatial creativity - multiple entry points, vertical options, environmental shortcuts. Beyond Enemy Lines tends to offer one way in and one way out, which turns what should be tactical chess into a slower, more frustrating version of trial and error. The AI pitches itself as a dynamic moral system where enemies react without scripted behavior, but in practice reviewers found the AI inconsistent - enemies who stop pursuit too early, don't call reinforcements, and occasionally glitch into walls or freeze mid-animation. When the AI works, there is genuine tension. When it doesn't, the whole premise of 'skill and tactical decisions matter' collapses under you. Gunplay is similarly uneven. Recoil is present and unassisted, which fits the hardcore pitch, but the feel of the weapons never quite delivers the weight that the difficulty demands. Firefights are quick and lethal, which can be thrilling or simply punishing depending on how the encounter geometry falls. The visuals run on Unreal Engine but reviewers consistently described them as feeling dated - sparse environments, drab color palettes, limited animation work. The soundtrack is minimal to the point of near-silence in stretches, which some might read as atmospheric austerity and others will read as an unfinished soundscape. I lean toward the latter, reluctantly. Where the game earns some of its goodwill is in its scope for a solo development project. The original campaign runs to roughly 8 missions across approximately ten hours of playtime, with the Operation: Arctic Hawk add-on contributing four more missions set in winter environments. The Workshop support means community maps exist to extend the life of the experience past the base content. If you treat this as a patience test - learning patrol routes, scouting from elevated positions before committing, accepting restarts as part of the loop - there is a functional challenge loop underneath the rough edges. It is not polished, but it is earnest. The honest recommendation is narrow. If your frame of reference is Delta Force or the early Rainbow Six games and you can tolerate a budget execution of that fantasy, Beyond Enemy Lines has enough mechanical structure to give you something to work against. If you need responsive AI, varied level architecture, or any visual personality in your environments, this will feel like a step backward rather than a throwback.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardsworkshopcloud-savestier:aaaHardcore TacticalNo Mid-Mission SavesLone WolfCold War SettingPatrol ScoutingRecoil ManagementWorkshop Support

Requisitos del sistema

Mínimos

OS
Windows 7 64Bit
Memory
4 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
Geforce GTX 570 or AMD Radeon HD 7850
Processor
Intel Core i5-2500K CPU or equivalent

Recomendados

OS
Windows 10 64Bit
Memory
6 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
Geforce GTX 970 or AMD Radeon R9 290
Processor
Intel Core i7 4790k CPU or equivalent

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Información del juego

Desarrolladora
Polygon Art
Distribuidora
Polygon Art
Fecha de lanzamiento
21 feb 2017

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¿En qué plataformas está disponible Beyond Enemy Lines?

Beyond Enemy Lines está disponible en PC, Xbox.

¿Cuándo se lanzó Beyond Enemy Lines?

Beyond Enemy Lines se lanzó el 21 de febrero de 2017.

¿Quién desarrolló Beyond Enemy Lines?

Beyond Enemy Lines fue desarrollado por Polygon Art.