
Autumn Night 3D Shooter
A one-person love letter to 90s corridor shooters, built on a custom CPU renderer and gothic dream-logic level design. Worth a look if Heretic-era atmosphere means more to you than polish.
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About Autumn Night 3D Shooter
I have a soft spot for the kind of game that starts as a coding experiment and ends up becoming something that actually has a mood. That is exactly what happened here. Sergey Bobrov set out to prove he could write a software renderer from scratch, one that pushes pixels entirely through the CPU the way id Software and Raven did in the early 90s, and once the engine was running he wrapped a full gothic FPS around it. The result is rough, small, and oddly sincere. The visual style draws obvious comparisons to Heretic and Hexen. Pixelated demons, dark corridors, a colour palette that leans heavily on dark greens, blacks, and sickly purples. What separates it slightly from pure nostalgia-bait is that the developer has said the level design was built from dream imagery, an attempt to capture a specific atmospheric state rather than replicate a known IP. Whether that ambition fully lands is debatable, but you do occasionally notice something in a corridor arrangement or a lighting angle that feels genuinely strange rather than just retro-familiar. Secrets are tucked away, including weapons like a sword and staff variants that players have reported hunting for post-completion, which suggests at least some reward for exploration. The gameplay is stripped back run-and-gun, fast-paced with no pretension toward complexity. Story is minimal by design. What you get is the pure kinetic loop of an early FPS: find the exit, kill what moves, grab what glows. The Steam community has flagged a couple of legitimate friction points. The FOV at 1080p fullscreen runs narrow and there is no FOV slider to compensate. That is a genuine comfort issue for modern players used to 90-plus degree fields of view, and it is worth knowing going in. The mixed review score on Steam, sitting around 60 percent positive across a small sample of reviews, reflects a split between players who accept the rough edges as part of the artifact and those who expect a more finished product. Where this game earns genuine respect is the technical honesty behind it. The engine renders via CPU with no GPU involvement, targeting 60 FPS on modern hardware. That is a niche engineering achievement, and for a certain kind of player, knowing the whole thing was built from scratch by one person carries weight that no amount of asset-store polish can replicate. The install footprint is around 110 MB, which tells you everything about the scope. This is a short, dense, handmade object, not a campaign. If you are looking for a complete modern boomer-shooter experience with tight controls, accessibility options, and production sheen, Ion Fury and Dread Templar are better fits. But if you want to spend an hour or two inside something genuinely personal, built atom-by-atom by a solo developer who started with a renderer and ended with demons in a dreamscape, this quiet corner of Steam is worth the detour. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP 32bit
- Memory
- 512 MB RAM
- Storage
- 110 MB available space
- Graphics
- any
- Processor
- 1.5 GHz single core CPU
Recommended
- OS
- Windows 7, Windows 8, Windows 10 64bit
- Memory
- 1024 MB RAM
- Storage
- 110 MB available space
- Graphics
- any
- Processor
- 2 GHz multi core CPU
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Game Info
- Developer
- Sergey Bobrov
- Publisher
- Sergey Bobrov
- Release Date
- May 9, 2017