Store data
- Store status
- Coming soon
- Scheduled release
- 3 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 3 November 2026
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“The definition of entropic is having a tendency to change from a state of order..to a state of disorder..."
Entropic Decay is a fast paced, but slow burn horror/action FPS inspired by games from the late 90's through early 2000's, driven by narrative, puzzles, combat arenas, and horror sequences. It takes inspiration from Valve's games, with its use of environmental story telling and pacing between enemy encounters, striking a balance between combat and atmosphere. Think the atmosphere of a slow-burn horror game fused with movement and combat options of a modern shooter...
For those who want instant action, enter the horde mode and take on waves on enemies using your abilities to turn the tables on your tormentors!
Use time dilation to outmanoeuvre enemies and dodge projectiles- including bullets! Time dilation also allows for altered movement, dashing multi-directionally to evade enemies and dodge projectiles, and a double jump to reach places not achievable otherwise.
Projectile based ballistics system. NO hit scanners here! Every ranged enemy/player firearm are ALL projectile based.
Dynamic dismemberment. Blow your enemies apart with a robust blood and gore system. Feel the impact of each distinct weapon, or just shoot an explosive barrel and watch the bloody show!
Cunning, reactive A.I - The soldiers in Entropic Decay don't mess around. They react to grenades, can hear you, take cover, flee, and throw their own grenades. The mutated work in packs, can hear you running and will roam the area you were last seen. The military will shoot the mutated on sight, but taking them down is no easy task, even for the well trained.
A variety of mutated to fight against - Currently there are over ten different mutated to contend with. Ranging from agile spider mutants and dogs, to hulking tanks weilding lead pipes.
Puzzles to break up combat sequences - Puzzles and narrative pieces are used to keep the player engaged to avoid simply being one type of genre and keep things fresh and dynamic.
Physics interaction - Interact with the world with physics puzzles, and deceive enemies by throwing objects or craft a devious trap by arranging explosives in your environment to detonate on an unsuspecting foe.
Stealth, A.I and how they interact - Distract your foes by throwing an object or bring them closer to setup an ambush with a whistle, or simply sneak by and avoid combat all together. Use your wits and the environment and the A.I will respond allowing emergent gameplay and tactical options.
Narrative driven gameplay - The story will be told through the environment with the player merely an observer of things outside it's control. Find notes, audio logs, and data entries to piece together the collapse of society and the scientific ambition that caused it.
Some time in the future, a signal is detected carrying a small meteor. The signal is tracked, and the crash site investigated on impact. A mineral is found. Astrobioligist's are amazed to find a living pathogen inside the mineral. The pathogen is extracted and experimented on, and the findings indicate aggressive cell growth when in contact with other organisms....dead or alive. Rapid cell mutation causes a rabies like disease. Anything infected with the pathogen becomes a hive-minded aggressor to everything not infected. The pathogen spreads and envelopes the world. Civilisation becomes an overgrown, decaying husk of the nature we once knew. The decay and despair is juxtaposed with beauty, as plant life flourishes due to the pathogens effect on cell growth, and everything man-made returns to nature, but rises again with a twisted skew. The last bastion of humanity are elitist's, deploying the military to kill anyone on sight who aren't in uniform. Military death squads roam in packs, taking orders for food and protection from the pathogen, while trading their humanity.
You awaken in a facility, fumbling for hazy memories of before the place you find yourself in.... Journey through a world foreign to all but the mutated, and find a place free from decay and entropy at any cost...
Entropic Decay has had a major overhaul to it's gore system, with full dismemberment being added to all enemies. This includes melee damage, ballistic damage, and explosive damage. Entropic Decay wears it's influences on it's sleeve, which includes game's from the late 90's and early 2000's such as Quake II and Soldier of fortune, so overtly excessive gore was something I always wanted to use to make combat more visceral. Plus zombies tend to fall apart in pop culture when they have their metal tested, so when in rome... ☠☠ Watch the below video for a demonstration.
Read full update on Steam ↗The demo had some issues i wanted to address before merging back into main story development. The biggest change i made to the aesthetics and design of the demo was to the lighting. I had feedback claiming the lighting too dark and disorientating to be enjoyable. Therefore all lighting has been re-worked, and a game play change meant that the player received the headlamp early in game to combat the dark and make the game more accessible. These changes were based on community comments and feedback, which remains very valuable even when the feedback isn't flattering. Performance was something that i found really wasn't good enough, and may put potential fans off. It was inefficient, and not correctly optimised. This has been solved through the use of level streaming which has lead to an over 50% performance increase. Sound design had another pass, mainly concerned with SFX. Footstep sou...
Read full update on Steam ↗Steam currently lists 3 Nov 2026 as the release date.
Entropic Decay has had a major overhaul to it's gore system, with full dismemberment being added to all enemies. This includes melee damage, ballistic damage, and explosive damage. Entropic Decay wears it's influences…
The demo had some issues i wanted to address before merging back into main story development. The biggest change i made to the aesthetics and design of the demo was to the lighting. I had feedback claiming the lightin…