Compare SnipZ prices across 50+ stores and find the best deal. Developed by Nicolas Bernard. Published by M.INDIE. Released on 3/24/2017. Available on PC. Genres: Action, Indie.

A solo-dev wave shooter with time-slow mechanics and a sniper rifle that sounds better on paper than it plays in practice. Approach with adjusted expectations.

I want to root for SnipZ. I genuinely do. A one-person-developed FPS where you defend strategic zones against waves of alien-zombie mutants, armed with a sniper rifle, a single emergency EMP, and a stolen time-control module that briefly slows the world around you - that core kit has a pleasing, scrappy elegance to it. The loop is simple on paper: pick a zone, hold the purification device against incoming hordes, keep your aim calm while the temporal module burns down, and pray the EMP lasts long enough to clear a desperate moment. Eight zones stand between you and the extinction of humanity, plus boss encounters scattered through the campaign. For a micro-budget indie, that structure is more thought-through than most would bother with. The time-slow mechanic is the most interesting thing here, and it is also the most underdeveloped. Used well, it should feel like the game exhaling right before a critical shot. In practice, it arrives and departs without much feedback, and the sniper rifle itself lacks the satisfying punch that wave-survival shooting demands. When the game is moving fast, precision shooting against fast mutant AI is exactly the right tension. When the feedback loop feels thin, that same tension becomes frustration rather than flow. The EMP is a once-per-level panic button, which creates genuine stakes, but the game never quite builds to moments worthy of that stakes-raising design choice. Community reception has been blunt: Steam players have rated it mostly negative, with only roughly one in four reviews landing as positive. That is a signal worth taking seriously. The criticism seems to cluster around a sense of incompleteness - not broken, exactly, but underpolished in ways that keep it from being anything other than a brief curiosity. There are no Steam achievements, no leaderboards, no hooks that reward a second session. A single playthrough probably runs under two hours depending on skill level, and the game offers little reason to return afterward. For a game built around precision shooting, the absence of any score-chasing structure feels like a missed opportunity. Where I find myself softening is in the premise itself. Alien tripods overseeing the collapse of civilization, a lone sniper as the last line of resistance, stolen technology repurposed against its creators - there is a genuinely cinematic premise buried here that a more polished execution could have made memorable. Nicolas Bernard had an idea worth developing. SnipZ as it shipped reads more like a proof of concept than a finished product, and the years since release have brought no updates to change that reading. If you are the kind of player who can find value in a rough, short, solo-dev experiment, there is a thin but real thread of tension in SnipZ's best moments. For everyone else, the mostly negative reception tells you what you need to know before the refund window closes. Kai, Scout Team

SnipZ
ActionIndie

SnipZ

Mar 24, 2017Nicolas BernardM.INDIE
GamerScout Says

A solo-dev wave shooter with time-slow mechanics and a sniper rifle that sounds better on paper than it plays in practice. Approach with adjusted expectations.

PC
Best Price Available
0.00
at N/A
Historical low: $0.57

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About SnipZ

I want to root for SnipZ. I genuinely do. A one-person-developed FPS where you defend strategic zones against waves of alien-zombie mutants, armed with a sniper rifle, a single emergency EMP, and a stolen time-control module that briefly slows the world around you - that core kit has a pleasing, scrappy elegance to it. The loop is simple on paper: pick a zone, hold the purification device against incoming hordes, keep your aim calm while the temporal module burns down, and pray the EMP lasts long enough to clear a desperate moment. Eight zones stand between you and the extinction of humanity, plus boss encounters scattered through the campaign. For a micro-budget indie, that structure is more thought-through than most would bother with. The time-slow mechanic is the most interesting thing here, and it is also the most underdeveloped. Used well, it should feel like the game exhaling right before a critical shot. In practice, it arrives and departs without much feedback, and the sniper rifle itself lacks the satisfying punch that wave-survival shooting demands. When the game is moving fast, precision shooting against fast mutant AI is exactly the right tension. When the feedback loop feels thin, that same tension becomes frustration rather than flow. The EMP is a once-per-level panic button, which creates genuine stakes, but the game never quite builds to moments worthy of that stakes-raising design choice. Community reception has been blunt: Steam players have rated it mostly negative, with only roughly one in four reviews landing as positive. That is a signal worth taking seriously. The criticism seems to cluster around a sense of incompleteness - not broken, exactly, but underpolished in ways that keep it from being anything other than a brief curiosity. There are no Steam achievements, no leaderboards, no hooks that reward a second session. A single playthrough probably runs under two hours depending on skill level, and the game offers little reason to return afterward. For a game built around precision shooting, the absence of any score-chasing structure feels like a missed opportunity. Where I find myself softening is in the premise itself. Alien tripods overseeing the collapse of civilization, a lone sniper as the last line of resistance, stolen technology repurposed against its creators - there is a genuinely cinematic premise buried here that a more polished execution could have made memorable. Nicolas Bernard had an idea worth developing. SnipZ as it shipped reads more like a proof of concept than a finished product, and the years since release have brought no updates to change that reading. If you are the kind of player who can find value in a rough, short, solo-dev experiment, there is a thin but real thread of tension in SnipZ's best moments. For everyone else, the mostly negative reception tells you what you need to know before the refund window closes. Kai, Scout Team

Tags

singleplayertier:sub-5Zone DefenseWave SurvivalTime-Slow MechanicPrecision ShootingBoss EncountersShort RuntimeSolo Developer

System Requirements

Minimum

OS
Window 7
Memory
4 GB RAM
DirectX
Version 11
Storage
1500 MB available space
Graphics
Geforce GTX 610 2GB
Processor
i3

Community Discussion

Be the first to comment on SnipZ.

Reviews & Ratings

No ratings available

Game Info

Developer
Nicolas Bernard
Publisher
M.INDIE
Release Date
Mar 24, 2017

Price Alert

Get notified when the price drops below your target!

Create Alert

Price History

2026-06-070.57(lowest)

More from Nicolas Bernard

Frequently asked questions about SnipZ

Where can I buy SnipZ cheapest?

Compare SnipZ prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is SnipZ available on?

SnipZ is available on PC.

When was SnipZ released?

SnipZ was released on 24 March 2017.

Who developed SnipZ?

SnipZ was developed by Nicolas Bernard and published by M.INDIE.