
Insane Insects: The Inception
Skip this one unless you enjoy debugging a game more than playing it. The concept of airborne insect-gladiator combat is genuinely intriguing, but the execution makes that concept nearly unreachable.
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About Insane Insects: The Inception
I try hard to root for the little studio with the weird concept. Insane insects fighting in gladiatorial arenas, flying through the air, each predator modeled on real insect behavior - that pitch deserves a chance. Bad Cast Games had something strange and potentially interesting on their hands. What they shipped, unfortunately, reads more like an internal prototype than a finished product. The core loop places you in one of several arena environments as an insect-inspired Predator machine, fighting AI opponents through two modes: a tiered Sequential mode where you progress by defeating specific opponents, and a Gladiator Zone that opens up once you unlock fighters. Advancing your Challenger ID requires pulling off a Holy Trinity - three consecutive kills without dying - which should feel satisfying as a skill gate. There is a genuine mechanical skeleton here, with individually configured AI and the promise that choosing a flying Predator means you actually fly. That flying combat angle is the one idea in the game worth getting excited about. The problem is getting there. Players who sat down and tried to engage reported that level-switching buttons existed on screen but simply did not function, leaving them trapped in the opening arena with no clear path forward. Hit detection gives no visual or audio feedback - weapons fire connects (or maybe it does not) and enemies collapse without any satisfying signal that you caused it. The sound design is sparse and repetitive. The resolution settings cycle without saving, and adjusting them risks sending the display black with no recovery option. These are not quirks of a rough early build; the game shipped this way and there is no evidence of substantive patches in the years since release. The developer did respond to criticism, pointing out that the five arenas exist and that flying is unlocked through proper progression. That defense might hold water if the path to that content were legible. When the instructions live only in forum posts rather than inside the game itself, and when the unlock triggers are opaque enough that multiple independent players stall out at the same point, the design carries the blame regardless of intent. A game can be challenging without being impenetrable through broken UI. There are players who will be drawn to the sci-fi insect premise or the Quake-era arena-shooter aesthetic. I genuinely wish I could tell them the substance matched the concept. As someone who will defend a slow, strange, handcrafted game when the craft is visible, I find almost nothing to defend in the moment-to-moment experience here. The handcraft is absent. The technical foundations are shaky. The concept remains, haunting what could have been. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10
- Memory
- 8 GB RAM
- Storage
- 20 GB available space
- Graphics
- Nvidia GTX Geforce 760
- Processor
- Intel I5
- Sound Card
- Direct X compatible sound card
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Game Info
- Developer
- Bad Cast games
- Publisher
- Strategy First
- Release Date
- May 2, 2016