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Escape: Sierra Leone
Platforms: PC, Linux
Languages: English
Players: Single-player
Aug 31, 2012 @ 2:43pm
Dec 5, 2016 @ 8:55am

View Escape: Sierra Leone in the store

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Recent Announcements View All (5)
We're Moving to Unreal Engine 4!
A No-BS Update on How Things Are Going
Release date: Q4, 2014
Escape: Sierra Leone is an exploration and survival game created with the Unreal Engine 4. You're dropped in an open world, based loosely on the real life Banana Islands, about 21 square kilometers in size. Your only goal is to survive and escape the island. You start with no weapons, no supplies, no idea of where to go. Finding these things is totally up to the player.

Key Features:
-Scavenge the entire island for supplies you need to survive, from a banana to an AK-47. No invisible walls or extra loading screens.
-Engage in vicious and realistic combat... or don't, if you're a sneaky type.
-Using a simple and intuitive 4 slot inventory system, make the hard call which items to keep on you based on your play style.
-Death comes in more forms than bullets, avoid disease, dehydration, starvation, car crashes, wildlife, and of course falls.
-24 hour day/night cycle with a weather system that includes rain of varying strengths, wind, lightning and thunder.
-Discover and protect safehouses, they are your only chance to save your game and serve as a good spot to stockpile supplies.
-Find, fix up and fuel different kinds of vehicles, from a diesel powered mini tugboat to a gas powered beater of a car, walking won't get you anywhere fast!
-Interact with the environment, from turning a lamp on or off, to cooking food on a campfire you built, there are many ways you are involved in the dynamic world around you.
-Get lost (literally) in the thick jungle, or stroll around the more open savannah.
-Explore an unforgiving, although deceptively pretty island. This isn't like Far Cry, you will die... a lot.
-A semi-random spawning system keeps enemy and pickup placement fresh on multiple play-throughs, while keeping loot logical given it's location.
-No hand-holding or magical maps or arrows to push you to success, it's all you!
-Very limited HUD and a focus on immersion and realism.

Your main goal is survival. As a human, you need to eat, drink, and sleep. And that's just to get by day to day. You also may have to deal with the local RUF rebels, animals that also need to eat, and various other hazards you must try to overcome or avoid as you try to formulate a way off the island.

A large focus is placed on interacting with and exploring your environment. Everything from an empty wine bottle to a flashlight to a car can come in handy on the island in a certain scenario. However, since you're limited to 1 slot for small items (such as a pill bottle), 2 midsize slots (such as a handgun or a water bottle), and 1 large slot (such as an AK-47 or gas can), you must make the decision about whether you want to be combat oriented, resource focused, or balanced between the two. A simplistic crafting system allows you to craft simple things such as molotov cocktails or IEDs and to refill water bottles from water sources.

The gameplay is from a first-person perspective, and guns are involved, although I'm hesitant to call it a first person shooter. There will be a basic inventory system and you can collect guns, food, and other items as you play. Your inventory is designed in such a way that you will need to decide between weapons and useable items. Combat will be semi-realistic and very brutal. Firefights take place at ranges of up to 400 meters, and one shot can easily kill you or other characters. Tactical players may avoid combat altogether.

The gameplay and style are going to be based loosely off of my mod Escape: Paradise for Crysis 1, you can check that out here, if you wish:

The goal right now is to get a public alpha build out sometime in late July or early August. The alpha build will be free to play (although limited in size), and I'll be taking in feedback regarding bugs and suggestions for improvements too. It's quite likely the beta version will be sold for around $10 (early access), as the plan is to move this project into a commercial state at some point in order to fund improvements. Currently the list of assets is quite small (especially in the weapons and vehicles departments, as these are the hardest and most expensive objects to make). As the project grows, so will the selections of assets and gameplay features. The first step is for me to see if there is significant interest for what I have so far. If you think you'd be interested, I'd appreciate the vote, along with any constructive comments you may have. Thank you for your time, and a quick list of where I'm at with the project is below.

Current assets completed:
TBA pending more work on the engine switchover to UE4.
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Slayer_2  [author] Jul 7, 2016 @ 12:25am 
Hey man, I added you on steam, we'll chat there and I'll email you the file you're looking for!
neil501 Jun 26, 2016 @ 9:22am 
Hi Adam, can you please add "xinput1_4 DLL." to the 32 bit version of escape from sierra leone? I dont know if you know this but 32bit version never worked!!! i downloaded the game waiting for you to fix it but have decided to write you as i want to play this game, i tried subbing the file from the 64 bit version but the file is called "xinput1_3 dll." i thought if i changed the 3 to 4 it might work but my computer knows its a 64bit file so it didnt work! ugh! Maybe could you email me just the file its self?????? please let me know? my email is thanks! your fan neil :)
Slayer_2  [author] Dec 18, 2015 @ 12:52pm 
For anyone interested in the lastest news, view my article on IndieDB:
Slayer_2  [author] Aug 19, 2015 @ 6:14pm 
Hoping for sometime in Q1 or Q3 2016, it depends if I decide to go with Early Access or not, I may just take the time to get a complete release, due to the current issues with Early Access on Stean.
Alwoke78 Aug 19, 2015 @ 1:07pm 
When the game will release?
Slayer_2  [author] Jun 24, 2015 @ 5:56pm 
Yes, the island featured in the demo is only a small fraction (less than 8%) of the total map. There are also more ways to escape in the game and more items to use and interact with in various ways. In short, more variety all around, the early release was mostly showcasing gameplay concepts!
Hunter Jun 19, 2015 @ 7:58pm 
Can't wait for more news, I've played the Demo and noticed the Island is quite small and It doesn't have a lot of re play value but that's obv. I was wandering if the island will be bigger and if the aim of the game will change from just escaping o the boat asap to something else in order to allow the player to do more and survive? If that makes sense :)
Slayer_2  [author] Jun 12, 2015 @ 10:27am 
Yes sir, I'm working on getting a polished EA build ready sometime this year :)
EXCELLENtE Jun 5, 2015 @ 7:45am 
It was be in Early Access?
Slayer_2  [author] Mar 30, 2015 @ 10:38pm 
Well, my friend here is an optimist, this project is not dead for sure, but it is experiencing a few slow downs as I struggle with work balance and real life business. Also, I'm debating switching to UDK. I will be posting a more detailed news article on this soon!