Acrobatic Combat And Shared Bullet Time Define The New Indie FPS Out Of Action
I saw the new indie challenger from Doku Games, Out of Action, and found a PvP FPS aspiring to be a favorite among movement shooter fans. While screenshots show generic-looking cyborg ninjas fighting in aggressively grey arenas, the game comes alive in motion. Its cyberpunk warriors can shoot-dodge, slide across floors, run along walls, rebound off those walls, and execute first-person somersaults in midair. The action is constant and fluid, reminiscent of classic acrobatic shooters. The indie gaming scene has been delivering strong single-player shooters for a while, with titles like Dusk, Amid Evil, and Ultrakill setting a high bar. Now, it seems smaller developers are making significant inroads into the multiplayer sphere as well, offering alternatives to mainstream titles. While major franchises have seen mixed results recently, I have turned to the deathmatch joys of games like Straftat and the cooperative combat of Echo Point Nova. Out of Action enters this arena with a clear focus on high-speed, acrobatic gunplay.
The game promises an "advanced multiplayer bullet-time" system. The developer, Doku Games, ran a successful Out of Action on Kickstarter campaign in 2024, where the pitch provided more detail on this mechanic. Apparently, the bullet-time effect only impacts players within the line of sight of others who are also affected. This design leaves combat in obscure areas of the map untouched by the time-slowing effect, which is a clever implementation for a multiplayer setting. Players can charge the bullet-time ability by fighting effectively and with style, meaning pulling off cool tricks and skillful maneuvers is directly rewarded. Loadout choices also play a role in how the bullet-time system functions, adding another layer of strategy to player builds and team composition. This system feels like a thoughtful evolution of a classic single-player mechanic, adapted for a competitive environment.
Beyond the unique movement and bullet-time, the Kickstarter details delved deeper into the combat possibilities. Players are not limited to just shooting. The game allows for a range of tactics, including throwing your weapons at opponents when you're out of ammo or in close quarters. It’s possible to shoot down enemy rockets midair, a feat that requires precise timing and skill. Another interesting tactic mentioned is the ability to attach gun turrets to other players, effectively turning teammates into mobile defense platforms. To round out the close-quarters options, players can use an obligatory katana to deflect incoming bullets back at their enemies, a feature that adds a high-risk, high-reward defensive maneuver to the fast-paced gunfights. These varied combat options suggest a gameplay loop that encourages creative and adaptive playstyles.
Currently, the game is in early access and holds a 'Mostly Positive' rating. The consensus from Out of Action reviews on Steam praises the core gameplay experience but notes that the game needs more content. Doku Games estimates that the early access period will last for 12 to 18 months. During this time, the developer plans to introduce more weapons and loadout options, additional game modes, and improvements to the visuals and audio. The plan also includes creating "fully fleshed out maps," which likely explains why the current arenas look somewhat plain and unadorned. This development roadmap indicates a commitment to expanding the game significantly based on player feedback and a clear vision for the final product.
Looking at the near future for the FPS genre, Highguard is the most immediate launch, arriving tomorrow. Some have judged it negatively before playing it, which seems unfair. While its diet Fortnite aesthetic might not appeal to everyone, there are some novel ideas behind its presentation, such as the ability to ride into battle on the backs of animals. It represents a different approach to the genre, focusing on unique mechanics beyond pure gunplay.
Further out, February is expected to bring High on Life 2, and March will herald the arrival of the cartoon shooter Mouse: PI for Hire. Also coming in March is the Left4Dead-like John Carpenter's Toxic Commando, which has the potential to be a surprise hit in 2026. Of course, there is also Marathon. I have no idea how Bungie's latest project will ultimately turn out, but I hope that it finds success, not only for the players but for the studio's sake as well. It’s an interesting time for the genre, with indie and major studios alike pushing boundaries.
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