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Critical Point : Incursion
Recent Announcements View All (12)
Developer Update: February Update 2015

We are plugging hard away at a variety of code tasks, concentrating on the pure game "playability". We are looking at this as a MVP (minimal viable product), with our focus to release early and frequently - this in layman teams means, a closed beta (internally called "DEMO"). Our goal (can't be guaranteed) is to have this done by June/July.

To ensure we do not get distracted, we have pretty much stopped all other areas of development since July 2014 (level design, art asset creation, weapon/character animation etc..), to prevent additional bugs or issues arising and taking our valuable time away from the core issues.

What does this mean?
For you fans, this means there will not be any shiny media releases with some kick-ass weapons on display. It will also mean, it is difficult to show progress, as a lot of the development being worked on is code based - and not always pure features that we can show off. The majority of what we are working on are critical and game breaking bugs and those minor issues that, despite not game breaking, ruin the user experience of the game and prevent us from releasing the game in its current state.

Development Progress over the last weeks:

  • Due to a flaw in our old buymeu system, TOP-Proto has been working many hours over the last 2 weeks to re-write it. The armour states were not setup to really handle bought, selling, buying, damaged states - this caused an array of issues in the code, when it came to purchasing new armour and re-selling it directly and repairing damaged armour
  • In addition, whilst working on this re-write we found a few undiscovered issues, of incorrectly calculated ammo purchases (player being deducted wrong amounts)
  • Most importantly, we found a big security flaw in the code that would allow a player to sell weapons in a certain way and not need to pay for their weapons - and thus able to go into negative cash amounts
  • We have introduced more failsafe server checks, to validate purchasing to prevent this from happening
  • Rogue fixed up the last critical issues in our "escape objective". The problem was, that escaped players inventory were not being stored/remembered when they re-spawned the following round. The system was re-written to store the pawn (player) and keep the inventory stored in a PRI like way. Whilst doing this, it unraveled an array of other issues, like double round re-sets, overlapping of dead/escaped icons in the scoreboard, players not being hidden when in the escape zone etc.. But this has all been fixed and fully committed!
  • Fixed issue of round not ending correctly in certain states, when playing with BOTS (AI)
  • Spectators now see the "expanding" hit cursor effects, which is displayed when a player hits another enemy (feedback notification of a successful shot)

Next on our list...

  • try to find an engine work around solution to the problem that causes player dynamic shadows to show through certain walls, (means you can see the player through a wall...yes, like a wall hack!). !!This is a UDK engine limitation!! Otherwise we may need to revert back to blob shadows...
  • finish up the Grenade throws not being properly replicated to spectators
  • finish up the spectator view, where the players hands you are watching (in-eyes) hands flicker
  • fix the weapon effects not spawned (shown) correctly out of the gun for Spectator View (wrongly aligned)
  • fix the keybinding menu being 1 row off on sections using a scroll bar. Means you can not alter the function!
  • fix the scroll bar in the settings/game option not moving correctly
  • fix issue of players feet going through the floor when at the bottom of a ladder
  • fix issue of the flashbang effect not being replicated to spectators/dead players viewing the player (in-eyes)
  • plug in score row gradients correctly for dead players (easily see difference between dead and alive players)
  • adjust how weapon fires when holding fire during a reload sequence (and when switching weapon). IT should fire immediately after the action
  • remember a servers game password in the players INI, so they do not need to re-enter it always.
  • implement basic game "end of round" statistics

So that is our exhaustive list and gives you an in-sight of where we are at, and what is left to do!
We will try to update you on the progress of this list as we work towards our "DEMO"!

We are eager to get your mitts on our game and go trigger happy dominating the servers, so keep on waiting - it will be worth it!


All the best
Your Critical Point Team

February 2014 Development News

  • implemented impact sounds for different surface materials (wow, these rock!!)
  • implemented new round announcer notification sounds ( team rewards in a sexy female voice)
  • players can now pick up money from other dead opponents
  • server settings are now displayed in the welcome screen (friendly fire, FF % value, Spectator mode restrictions, team balancing etc..)
  • server settings are also displayed in the multiplayer browser window, so you can see what values are set
  • altered the way the 1st Person view changes when ducking. If you move whilst ducking, the camera will also bob up and down, just as it does in the 3P mode, so now you actually SEE what the player model should see.
  • implemented a basic death camera, so when you are killed you see yourself fall to the floor, before other spectator rulesets take place
  • we are now using the SystemSettings BUCKET system, which allows us to have pre-configured video settings, from ultra low, low, medium, high and ultra high. These are changable in-game via a drop down button.
  • made our own Water volume
  • implemented our PRI system to store player score, kills/deaths stats and money! So if you leave and re-join during the same map, you will keep your data.
  • moved our in-game CHAT system from Canvas to Scaleform, so we can visually change how it looks and control it's usage better (still WIP!)
  • implemented a bullet whizzing effect, which plays when a bulet is fired within "x" distance from you
  • We are also working on various other characters in the background to keep up a steady pipeline

The team has also spent a lot of time developing our keybinding and option menus, allowing our player base to manually change various video, audio and advanced shading/lighting settings in-game without the need to tweak the config files.

This gives the player an array of choice, with 5 drop down menus ranging from from ultra low to ultra high, assisting the player in selecting pre-configured settings to help the player get started.

Some of the options we have been working on are:
  • Anti Aliasing from 0 to 16
  • Change Gore options (low to ultra high)
  • Bloom
  • Motion Blur
  • Dynamic Shadows
  • Particle Details
  • Max Anisotropy

Alongside the more technical and visual settings we have numerous gameplay options too:
  • Toggle Show FPS
  • Play As Spectator
  • added Auto Weapon Switching option
  • added Auto Reloading Option
  • Toggle "hit indicator" option
  • Change the view bob value
  • Change the weapon position from right to left

Not only that, we have put in a huge effort in the whole development area fixing a lot of gameplay issues, here is just a stripped down list of bugs fixed since Christmas.
  • fixed glock animations
  • fixed desert eagle animations
  • fixed crash using Editor
  • Altered gameplay rules for 1on1 (was causing an issue when someone disconnected)
  • fixed armour button buying, playing sounds to everyone in the server
  • fixed bug where pressing ESC in game caused a wierd sound to play
  • fixed breaking glass not playing the correct sound
  • fixed HUD objective icons not always showing correctly (replication)
  • Footsteps and running sounds drastically changed, so you are not heard from the other side of the map!
  • bots are also given an ingame ID so you can kick, ban and control them.
  • fixed the in-game menu announcer slider not having any affect
  • Setting and changing options in-game now saves them correctly when loading the game the next time
  • fixed bug that when suiciding it would actually remove a KILL and not a Death
  • fixed many accessed none issues

We are already planning to have future custom characters in CPI, which will be implemented further afield during the course of our BETA. Here is one finished in-game render for you to take a sneak preview at.

Sculpted by Diego Teran
Textured by Nakshatra “Naky" Solanki


We are eager to get your mitts on our game and go trigger happy dominating the servers, so keep on waiting - it will be worth it!


All the best
Your Critical Point Team

Release date: coming 2014
„Play with the best… or die like the rest“

Critical Point: Incursion is a standalone game created with Epic Games' Unreal Development Kit.

Incursion is a semi-realistic, arcade-like first-person shooter combining tactical gameplay with arcade-style speed. Utilising a wide variety of modern weaponry and set in fantastically rendered locations, the Mercenaries and Special Forces meet at a critical point!

In a rush-based mode as seen in first-person shooters such as CoD4, Battlefield 3, Counter Strike and TO:AoT, teams are given level-specific objectives in round-based scenarios!

CP:I is aimed at a large player base, offering a huge platform for competitive clan and league play, allowing individuals to shine and capture their glory regardless of how many hours they have played. It accentuates skill vs luck, aiming vs spraying, etc.

We differ from the competition by having no unlockables, no RPG's, no claymores, no tanks, jets or other vehicles. No spotting of enemies, no gimmicks affecting reloading, no influence on aiming, and no movement hit penalties when shot!

Just PURE infantry combat action!!

  • Multiplayer online FPS up to 64 players
  • Built in self-made Anti-Cheat
  • Demorec functions for recording gameplay footage
  • Spectator slots for officials (customisable)
  • Developer and community involvement
  • LAN/WAN support
  • Dedicated servers
  • Custom Map support
  • Huge platform for competitive clan and league play
  • Pure FPS action game, no gimmics, no unlockables, no achievements as mentioned above
  • 22 weapons
  • 6 completed levels and more in progress
  • 4 Objective types; team deathmatch, bombing, hacking, rescue
  • 4 completed Character models, male and female Swat and Mercenaries.
  • Built ingame chat (text) communication
  • Built ingame commands and menu for server administration
  • Custom MOCAP character animations and effects
Planned features:
  • Steam integration (when approved) for statistics and playing with friends
  • New hostage rescue scenario
  • New CTF objective
  • New playable levels (already in progress)
  • WebAdmin support
  • Additional weapon features, such as flashlight and night vision
  • AI support for bots in offline play
  • Support for other languages
  • Integration of IRC in game or a match making system
If you love action-packed first person shooters with great community & developer involvement, then Critical Point: Incursion is for you!

See you on the servers very soon!
CP:I Development Team

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Minimum System Requirements

Windows XP SP2 or Windows Vista
  • 2.0+ GHz single core processor
  • 512 MB system RAM
  • NVIDIA 6200+ or ATI Radeon 9600+ Video Card
  • 2 GB free hard drive space
Recommended System Requirements

Windows Vista 64 SP2 or Windows 7
  • 2.4+ GHZ Dual Core Processor
  • 1 GB system RAM
  • NVIDIA 7800GTX+ or ATI x1300+ Video Card
  • 2 GB free hard drive space
Popular Discussions View All (15)
Oct 14, 2014 @ 6:08am
PINNED: New video released 15th Oct of our gameplay
Nov 22, 2015 @ 7:27pm
Website down?
Rick Regger
Feb 4, 2015 @ 5:05am
< >
3 years later
YAGODAGO Mar 21 @ 8:50am 
YAGO DAGO my cahannel plase subscirbe on
ピョートル Feb 4 @ 8:43am 
So you just said goodbye - why don't you just release this damn game as it was, even to see what have you done through this time? Just at least share with stuff you've done to see if it was cool and playable even against bots - just do it for us, I really wanted to check the game especially I played Tactical Ops for suuuuuuuuuuuch long time. cmon... :f
⚡ThundeRBolt⚡ Jan 18 @ 1:54pm 
Lunatix Nov 14, 2016 @ 9:27pm 
"coming 2014"
Mr.$mîTh Nov 3, 2016 @ 12:18am 
Passiert hier noch was oder ist das Project tot?
Lukas com K Oct 31, 2016 @ 11:57pm 
Is it good?
ЄXORY Oct 15, 2016 @ 7:51am 
Boyka Oct 14, 2016 @ 12:43pm 
idite naxuy
Manco de mierda Aug 28, 2016 @ 11:26am