
ᴛᴜᴍᴏʀ ɴᴇᴄʀᴏꜱɪꜱ ꜰᴀᴄᴛᴏʀ:// αᴍᴇɴ
A downloadable game for Windows
ᴛᴜᴍᴏʀ ɴᴇᴄʀᴏꜱɪꜱ ꜰᴀᴄᴛᴏʀ:// αᴍᴇɴ
Tear through the decaying Earth as a mutant half-worm in this House of the Dead inspired rail shooter!
For eons, the Angels protected the Earth: acting as the white blood cells of the planet. Until the year 21XX when the Shepherd Biosciences Corporation, in pursuit of Divine Immortality, unknowingly unleashed an otherworldly plague upon them from within.
Now the Earth is putrid and infested: drowning under an ocean of blood as worms feed upon its gangrenous corpse, its protectors rotting from the inside out. The few that are left seek "Rapture", the ascension of a Messiah that could cleanse the rot and remake the world anew.
You could be their savior... But does this world deserve saving, after it gave you nothing?
(This is a Demo! It includes an optional intro/tutorial level and one full level!)
How To Play
- Left Click to attack
- Right Click to absorb blood that an enemy drops
- Instead of head shots, an enemy's weak point will be the red part of the parasite that coils their body
- Drinking 4 gulps of blood without taking damage will add to your combo meter.
- Every combo level increases your max ammo count.
- Getting hit decreases your combo level.
- The fleshy ATP pods growing out of the dead are full of energy. Don't let enemies consume them lest they become more powerful.
- Just like classic HOTD, the each level has multiple paths depending on the player's actions. How many can you find?
Credits
Art Credits
- ChickenHat - Character modelling, design
- PracticalPigeon - Character design help (Burger, Cat Dolls)
Music/Sound Credits
Loose Public Assets
- vinrax: Skeleton Character PSX, Ninja Character PSX Style
- AlesiaDavina - Dark Witch Audio Asset Pack
- Tin3D, Quaternius - Deer Model
- Bruno Macena - Arcade Cabinet Model
- Elbolillo - Roads Model
- Twine by Jakob Hippe [CC-BY] via Poly Pizza
- Caroli - Dead Tree Model
- jellyfish0 - Particle Textures
- Onaji Game Studios - Graveyard Pack
- JDSherbert via itchio - Desert Eagle Audio
- Owz by sirkitree [CC-BY] via Poly Pizza
Social Media
ChickenHat via Bluesky
| Updated | 16 days ago |
| Status | In development |
| Platforms | Windows |
| Rating | Rated 4.8 out of 5 stars (24 total ratings) |
| Author | ChickenHat |
| Genre | Shooter |
| Tags | 3D, Atmospheric, Gore, Horror, LGBT, Low-poly, On-Rails Shooter, Retro |
| Average session | A few minutes |
| Languages | English |
Download
Download
TNFAmen.zip 107 MB
Development log
- Added an Options Menu16 days ago
- TNF:a Demo is now up on Steam!23 days ago
- Updates: Changes to Combo System, Other Tweaks67 days ago






Comments
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Really excited for the full release 👍✌️
https://youtu.be/bpt-DhuBZSY
Nice. Someone likes Killer7 eh..
Streamer here, this was one of the best games I have ever played on itch. This demo is so promising and I am following this to the very end. I do not even know what to say, there is so much praise I could give, from design to music, its all so good. I am excited to see where this goes.
so excited for the full release!!! this is awesome
Man this game sent me back in time, nailed the feeling while making it wonderfully alien. Hoping for more!!
For anyone that has played it, this game's artstyle reminds me of something like Sorry We're closed, in a really good way! I loved it, and i really hope to see more <3
Que te fumaste?
i really love the 3d models and the art in it just fits so well
Really impressive on rails shooter. Amazing!
omg this is actually insane i cant wait for the full release
love the characters and the overall design
I'm in love with the art style and character design!!! I'd definitely pay for a full version if you ever made one!
Thanks for the kind words!! I will make a full version but dunno when itll be done
10/10
fantastic game
Modern indie horror vibes Vampire Night was something I didn't know I needed. The demo has a very strong concept, but the only downsides I've seen so far are:
- Perhaps due to my screen, a couple of the encounters has the enemy weakspot offscreen when they get close.
- The angel enemy has their tentacle set on "invisible" until it sprouts. The thing is that it seems to be "moving" in the swaying pattern anyways, resulting in times where the angel's tentacle is in an unshootable angle throughout all its "leaning close" animation. The solution is to rapid fire it in the head and disregard the weakspot, but I find it frustrating that such a good pattern goes to waste. Perhaps if the tentacle remained "idle" while it is invisible and started the pattern only after sprouting it would help a lot.
- When the enemies are far away (or when you try hitting something in the environment that's far) the tendril starts going a bit crazy on where am I pointing (or rather the visual feedback for it( specially when it hits invisible walls outside of the playing field. I think not many shooters have this trouble because the guns are not physical objects, but I'm sure you'll find a workaround.
Now, to balance out the negatives, some positives:
*The idea behind the weakspot and the ammo management is super ingenious, it will prove amazing for future enemy design, as what is already here is exceptional.
*Bosses' weakspots being harder to hit but serving as emergency ammo fills (plus critical hits( is also supercreative. I also like that the patterns are playful and play around with precision instead of always being a lazy slowmo screen like most modern shooters.
*The fact that the tougher route on the rooftops demand that you don't heal is such a genius move.Also, that each route feels dinstinct both in scenery and encounters is appreciated.
*The fact that you keep the story intriguing, but that the cutscenes are snappy as if it truly was an arcade is a balance I was not expecting. Also, kudos for making the stage clear screen blend in with an imposing cutscene shot. Last time I felt mesmerized by something so trivial it was back in the ps2 Time Crisis games, and the SMTish vibes only tops it off.
Best of luck with development, you're making something really special here.
Hey, it really made my day waking up to see this review. As a dev it makes me really happy reading commentary from someone who understands what the game's going for in-depth.
I'll take your feedback into consideration, but I do have a question: what resolution is your monitor?
I'm glad to hear this as well!
It's a 1920x1080 screen. Have a good one!
Awesome game! hope you finish it. I did a playthrough with a light gun. Really nice it has branching paths for replayability. The style and sounds remind me of Killer7.
Thanks for playing! Glad to hear it works well with a light gun
good game it just needs a scoring system (whats a light gun shooty without points yk) and resolution options my pc doesnt like this game
What resolution is your pc?
great visuals and polish! i love that there's this narrative unfolding in between gameplay. like an A and B plot with what's going on right now and what happened before. hope this gets a full release!
An interesting and weird setting. I'm really looking forward to what else is in store!
Does it have a VR mode?
VR mode isn't currently planned, no
Dang, thanks anyway. I've always thought a time crisis game/port in VR would be sick.
Review:
The very first thing that comes to my mind when I think back to when I played this game (yesterday) was "what happened". It almost feels like a fever dream with its delivery but at the same time it wants to be taken seriously. It wasn't really my cup of tea but I def can see the appeal.
The visuals are what stood out the most to me at first. The title and few images looked interesting and different from the slope on itch. In game they are cooler than the screenshots. Don't get me started on the angles the camera takes sometimes (look at the screenshot I got) (I mean it seems like it's the screenshot everyone is using but mine is better easily lol). Then the creatures that were created that mixed with the nematodes looked really interested. The visuals were definitely the draw.
Everything else felt a little bit under ok. Everything else as in the gameplay, story, sound, the feel/atmosphere.
Out of all of these that felt less then ok the gameplay was the best. I mean it was an on rails shooters so not much to say but having to aim at the blood to reload was a little cool.
I literally have no clue what was happening with the story, let me give it a try. Worms (nematodes) are discovered (how, why idk) and they can turn into different kind of cells, then at the end they make a humanoid. All of this is happening in an arcade and you're playing a kid that was being assaulted in the arcade. Like I don't know.
The SFX are way too loud compared to everything else (I remember turning it down but I don't remember if there were different sliders or not, if so don't mind this).
I don't know what kind of feel this game was trying to convey at all.
I come to think I might not be the audience for this kind of game but that's ok. I will say if you came for the visuals then yea give it a try, and if you came for any other reasons still give it a try it was a less then 10min gameplay just hold your expectation.
25 of 100 rating
(30 mean would play again if I had to)
You did a great job drawing people in with those visuals and I guess good on keeping them too because I was just in a state of "what.." then entire time but I never stopped playing lol.
YAY
thanks for playing!
Appreciate it dude!
AWESOME WANNA SEE THIS SHINE! Finish it please
Thank you!!! ;; I will eventually
nice i love it i hope full version come soon
Thank you I will try my best
Pretty cool, I dig the psx visuals! Got stuck in some part (5:08) but everything else is alright.
Noted! I see the bug and will give it a fix next time I update the game. Appreciate you playing!