Electron Dance

Dabbling with… Sundown

The third episode of a short series on games I discovered at EGX Rezzed 2016.


Sundown (Mild Beast Games) is an unreleased local multiplayer game which just won the BAFTA for "Ones to Watch".

I like to think of it as Screencheat (Samurai Punk, 2014) in 2D. It's a top-down shooter in darkness so the players are all invisible. Firing your weapon immediately signals your location and so does walking in front of a light source.

I played this with Arcadian Rhythms refugee Shaun Green and his friend and, putting aside some issues trying to get the game going, we had a right blast. Each player is a "moving part" of the game and it requires a lot of mental work to keep track of the players after they've briefly made their location known and try to predict where you think they might be next. Firing your weapon is often a decision of life or death - if you didn't manage to gun down one of your opponents then you're frighteningly vulnerable. Depends on your weapon, of course, because I was using the shotgun with a reload time equivalent to the length of Beethoven's 7th symphony (second movement).

We played twice, I think, once on a mansion map and again in a subway map. It's one of those games that don't really show themselves well in a screenshot or a video, but only reveal their true nature in the experience of playing. And that true nature is fun.

Interested in the other games I dabbled with? Check out the series index!

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  1. Loved this and eagerly awaiting its release.

    I notice you didn’t mention my mighty victories.

  2. Such irrelevant detail, Shaun. Actually I am to have forgotten a lot about Rezzed. I talked with some of the various developers for quite some time but have no clue what was said.

  3. Yeah me too Shaun. Had a lot of fun with it even if my competitors didn’t!

    The autorifle had an alternative fire that shot some sort of dummy round which made a trail of dust along the floor making it look like you’d sprinted somewhere. I used this to tremendous effect! The pistols had a flare which was great for area denial or revealing your foe. I foresee lots of devious play if you can all ‘grow together’ with this. Hailey had difficulty wrapping her head round the controls and the mechanics all at the same time, although the tutorial was solid and welcome.

    Joel, I hear you were on keyboard? That’s a shame because the rumble plays such a key part in navigating blind, vibrating and revealing when you’re touching a wall. Very clever!

  4. This is one of those games I just wanted to take home with me and play with the kids. But it’s not out yet gah!

  5. Hey Joel, thanks for the glowing review!

    I’m Teddy, one of the team members that worked on SUNDOWN. I showed this article to the rest of the team and they all loved it!

    If you have any questions about the game or the team that worked on it, feel free to shoot me an email at ted@mildbeastgames.com. Unfortunately, I can’t give you any information about when it’s going to be released… hope you understand!


  6. Thanks, Teddy. Sorry for picking up this comment late, it’s been quite a punishing schedule to get all of these articles out day after day. All I would add is I just wish I could buy a copy now! Sundown was so much fun already!

  7. No worries, Joel. I’ll make sure to pass it on to our team :)

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