
Crash Landing
A solo-dev sci-fi shooter with honest bones and a conspiracy mystery, but Steam players have spoken clearly: execution falls well short of the Alien Breed nostalgia it chases.
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About Crash Landing
I have a soft spot for the kind of game that one person builds alone in a bedroom, ships to Steam, and hopes someone notices. Crash Landing is exactly that: a solo-developed top-down shooter by Claws of Lorek, built with visible care and a genuine story ambition, set against the quiet tragedy of a reception that never arrived. You play a security officer aboard the mining starship ISS Ravada, the sole survivor of a crash on a planet that has no business existing. The mystery of why the ship went down, and what the ruins of a lost civilization buried beneath the surface are hiding, forms the backbone of a roughly four-to-five-hour campaign across environments that shift from starship corridors to forests, deserts, and underground caves. The weapon crafting is the most interesting mechanical wrinkle here. Rather than simply picking up guns from dead enemies, you explore maps to find components, combine them, and assemble something that fits how you want to play. With 26 weapons spread across categories including shotguns, machineguns, sniper rifles, and energy weapons, there is some genuine variety on paper. The developer clearly wanted players to feel ownership over their loadout, and that instinct is the right one for this kind of claustrophobic sci-fi atmosphere. The story delivery leans on text logs scattered through environments, which is a respectable low-budget choice that Alien Breed fans will recognize immediately. The problem is that honesty demands flagging the elephant in the room. Steam reviews sit at 18% positive across eleven votes, which is a harsh signal even for a micro-release. Community threads hint at technical frustrations, including a bug where the game appears to launch but never actually runs, and a progression block involving a door that will not open. These are not cosmetic complaints. For a four-to-five-hour linear campaign, a wall that stops forward movement is a campaign-ending flaw. No controller support compounds the friction for anyone who prefers a gamepad with their top-down shooters. What keeps this from being a flat dismissal is the sincerity of the project. The developer defended the game on IndieDB before launch, noting that it includes proper menus, a save system, sound design, music, and text logs that build out the lore. Those foundational pieces do appear to be in place. The atmosphere of isolation on an unnamed planet, the conspiracy threading through the story, and the environment diversity suggest someone who actually played the classics they were referencing. The ideas are not wrong. The polish level and the bug burden are what separate ambition from delivery. For dedicated fans of Shadowgrounds or the Alien Breed series who can tolerate rough edges and are willing to poke around community workarounds if they hit a snag, there is a specific, narrow audience here. Everyone else should calibrate expectations sharply downward, or wait for a steep discount before committing even the four or five hours the campaign asks for. Kai, Scout Team
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System Requirements
Minimum
- OS
- Windows Vista
- Memory
- 2 GB RAM
- Storage
- 5 GB available space
- Graphics
- NVIDIA GeForce GT 720 or equivalent
- Processor
- AMD Athlon X2 6500 or equivalent
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Game Info
- Developer
- Claws of Lorek
- Publisher
- Strategy First
- Release Date
- Feb 4, 2016