Compare Dark Raid prices across 50+ stores and find the best deal. Developed by Vector Games. Published by Vector Games. Released on 6/3/2014. Available on PC. Genres: Action, Indie.

Retro FPS ambitions meet a debut stumble: Muddy the robot deserves a better game than this uneven sci-fi shooter can deliver.

I want to root for Dark Raid. I genuinely do. A solo debut from a small studio, a robot protagonist with a name like Muddy, a spaceship setting split across three distinct environmental zones - on paper, that is exactly the kind of handcrafted oddity I hunt down. And for about five minutes of early play, when the corridors of the research cruiser S.W.A.N. open up and you are strafing and shooting at something that feels vaguely like a Quake memory, there is a flicker of something. Then the game slowly extinguishes it. The premise is genuinely charming. You are Muddy, a working droid aboard the S.W.A.N. when a mysterious signal from deep space triggers an invasion, and you are the only one left to fight back. The setting is divided into three distinct zones - the hazardous lower decks where only drones operate, a mid-section where droids and humans share the workload, and upper control areas restricted to crew. That environmental structure hints at world-building ambition. The problem is that the actual level design does not follow through. Players routinely reported wandering oversized grey metal rooms with no navigational aid and no map, hunting for the next trigger point while the combat loop offers very little feedback. Guns feel hollow, enemy AI ranges from passive to wrongly-facing-a-wall, and the checkpoint system is punishing in ways that feel accidental rather than intentional. The story, too, undercuts itself. Cutscenes and long stretches of in-game text slow momentum in a genre that survives on pace. Partway through, voice acting disappears entirely - attributed in-fiction to a broken radio, though reviewers at launch found it hard to accept as anything other than a production shortcut. The multiplayer side includes Deathmatch, Team Deathmatch, and Capture the Flag across three maps, with bot support filling in for the absent player base. That player base, a decade on, is effectively zero. Average recorded playtime on tracking sites sits at almost nothing, which says something unpleasant about how long people stayed. What I can say in Dark Raid's favour: the 3D models have a certain earnestness to them, and the Unreal Development Kit foundation means the game is at least stable. There are rare, brief moments when it really does evoke the loose joy of old corridor shooters. The ambition of mixing sci-fi environments with retro shooting rhythm is not a bad one. A more experienced team with more development time could have made something worth defending. As it stands, the execution falls short in the areas that matter most for an FPS - weapon feel, enemy behaviour, and level legibility - and no amount of good intentions fixes that once you are inside it. Kai, Scout Team

Dark Raid
ActionIndie

Dark Raid

Jun 3, 2014Vector Games
GamerScout Says

Retro FPS ambitions meet a debut stumble: Muddy the robot deserves a better game than this uneven sci-fi shooter can deliver.

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Screenshots & Media

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About Dark Raid

I want to root for Dark Raid. I genuinely do. A solo debut from a small studio, a robot protagonist with a name like Muddy, a spaceship setting split across three distinct environmental zones - on paper, that is exactly the kind of handcrafted oddity I hunt down. And for about five minutes of early play, when the corridors of the research cruiser S.W.A.N. open up and you are strafing and shooting at something that feels vaguely like a Quake memory, there is a flicker of something. Then the game slowly extinguishes it. The premise is genuinely charming. You are Muddy, a working droid aboard the S.W.A.N. when a mysterious signal from deep space triggers an invasion, and you are the only one left to fight back. The setting is divided into three distinct zones - the hazardous lower decks where only drones operate, a mid-section where droids and humans share the workload, and upper control areas restricted to crew. That environmental structure hints at world-building ambition. The problem is that the actual level design does not follow through. Players routinely reported wandering oversized grey metal rooms with no navigational aid and no map, hunting for the next trigger point while the combat loop offers very little feedback. Guns feel hollow, enemy AI ranges from passive to wrongly-facing-a-wall, and the checkpoint system is punishing in ways that feel accidental rather than intentional. The story, too, undercuts itself. Cutscenes and long stretches of in-game text slow momentum in a genre that survives on pace. Partway through, voice acting disappears entirely - attributed in-fiction to a broken radio, though reviewers at launch found it hard to accept as anything other than a production shortcut. The multiplayer side includes Deathmatch, Team Deathmatch, and Capture the Flag across three maps, with bot support filling in for the absent player base. That player base, a decade on, is effectively zero. Average recorded playtime on tracking sites sits at almost nothing, which says something unpleasant about how long people stayed. What I can say in Dark Raid's favour: the 3D models have a certain earnestness to them, and the Unreal Development Kit foundation means the game is at least stable. There are rare, brief moments when it really does evoke the loose joy of old corridor shooters. The ambition of mixing sci-fi environments with retro shooting rhythm is not a bad one. A more experienced team with more development time could have made something worth defending. As it stands, the execution falls short in the areas that matter most for an FPS - weapon feel, enemy behaviour, and level legibility - and no amount of good intentions fixes that once you are inside it. Kai, Scout Team

Tags

singleplayermultiplayertier:indieRetro FPSSci-Fi SettingBot SupportDeathmatch ModesCapture the FlagSingle-Player StoryLow Player BaseUnreal Engine

System Requirements

Minimum

OS
Windows XP SP2, Windows Vista, Windows 7, Windows 8
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
SM3-Compatible Video Card
Processor
2.0+ GHz Processor

Recommended

OS
Windows XP SP2, Windows Vista, Windows 7, Windows 8
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce 500 Series or Higher Video Card
Processor
3.0+ GHz Processor

Reviews & Ratings

No ratings available

Game Info

Developer
Vector Games
Publisher
Vector Games
Release Date
Jun 3, 2014

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