- Release Year: 2023
- Platforms: Windows
- Genre: Action
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Shooter
- Setting: Futuristic, Sci-fi

Description
In & Out Alive is a sci-fi/futuristic first-person shooter where players must infiltrate hostile environments to retrieve lost artifacts. Players can choose to operate as a ‘Lone Wolf’ in single-player mode or team up in multiplayer, selecting from three distinct avatars—Tiffany, Scout, or Igor—each with unique weapons and gear. The challenge comes from battling a variety of enemies including Beast tanks, Patient stalkers, Porter mages, and the powerful Keeper who enters a rage mode when the artifact is taken. Missions take place across maps like a secret laboratory and a desert pyramid, with difficulty options to adjust enemy strength and mission timers for greater challenge.
Where to Buy In & Out Alive
PC
In & Out Alive: Review
Introduction
In the vast and ever-expanding cosmos of video games, every title, from the blockbuster AAA epic to the humble indie passion project, seeks to carve out its own small piece of history. In & Out Alive, a 2023 first-person shooter developed and published by the enigmatic Kordsky, is a game that does not arrive with the fanfare of a marketing blitz or the weight of a storied franchise. Instead, it enters the arena quietly, a digital ghost in the machine of Steam’s Early Access program. It is a game that wears its ambitions not on its sleeve, but in the very fabric of its straightforward, almost archetypal design: find the artifact, shoot the monsters, get out. This review posits that In & Out Alive is a fascinating artifact in its own right—not as a masterpiece of the genre, but as a stark, unvarnished case study in the realities of indie game development in the modern era. It is a game built on the ubiquitous Unity engine, offering a glimpse into a developer’s initial foray into world-building, mechanics, and the eternal struggle to create something engaging from a well-worn template.
Development History & Context
The story of In & Out Alive is not one of a storied studio or industry veterans, but of a solitary figure or a small team operating under the name Kordsky. Released on March 2, 2023, and documented on MobyGames by a contributor known as Koterminus, the game emerged with minimal pretense into a gaming landscape dominated by live-service leviathans and meticulously crafted narrative experiences.
Its technological foundation is Unity, an engine that has democratized game development but also become synonymous with a certain tier of indie projects—those brimming with ambition but often constrained by resources and experience. This context is crucial to understanding In & Out Alive. It was not created in a vacuum of the 1990s or early 2000s, where technical constraints forced radical innovation. It was created in an era where the tools to make a functional FPS are accessible, but the polish, depth, and creative spark required to stand out are rarer than ever.
The game’s release into Steam Early Access signals intentions of growth and community feedback, a modern development pathway where a game is a living document, subject to change. However, the provided materials suggest a project in its most nascent stage, a foundational build waiting for the promised “updates” to expand its world and refine its systems. It is a product of its time not through trend-setting, but through its embodiment of the accessible, yet challenging, path of solo or small-team development.
Narrative & Thematic Deep Dive
To analyze the narrative of In & Out Alive is to analyze the skeleton of a story. There is no grand lore, no cryptic texts, no cinematic sequences. The narrative is purely functional, a pretext for the action that is delivered entirely through the game’s Steam store description.
The player is an operative sent into a hostile location to “obtain the lost Artefact.” The “why” is conspicuously absent. Who is sending them? What is the significance of the artifact? Is it mystical or technological? These questions are not merely unanswered; they are unasked by the game itself. The narrative exists only to facilitate the gameplay loop, a trait it shares with arcade classics, though without their charismatic flair.
The characters—Tiffany, Scout, and the enigmatic Igor—are defined not by personality or backstory but by loadouts. Tiffany is “eqquiped with her favorite weapon the ‘MP5′”; Scout is a “big fan of M4A4”; Igor is “cool (i hope so).” Their descriptions read less like character profiles and more like equipment manifests typed out in a hurry. Any hint of personality is a parenthetical aside, a wink to the player that feels more like a developer’s private note than a crafted element of the world.
Thematically, the game explores the pure, unadulterated tension of the hunt and being hunted. The primary antagonist, the Keeper, embodies this perfectly. His sole purpose is to guard his artifact, and his transformation into a “rage mode” state upon its theft is the game’s most potent narrative mechanic. It introduces a simple cause-and-effect relationship that heightens the stakes dramatically. The other enemies—the Beast, Patient, and Porter—serve as environmental hazards more than characters, obstacles with different behavioral patterns to be learned and overcome. The theme is one of pure survival against escalating odds, a concept as old as gaming itself, presented here in its most elemental form.
Gameplay Mechanics & Systems
In & Out Alive presents itself as a straightforward first-person shooter with both solo and cooperative multiplayer modes. Its core loop is intentionally simple: choose an avatar, choose a map, infiltrate, locate the artifact, survive the ensuing chaos, and extract.
Core Loop & Combat: The gameplay is built on a foundation of familiar FPS mechanics. Players have a primary firearm, a secondary sidearm, a melee knife, and a shoulder-mounted flashlight for dark areas. Combat appears to be a central focus, with enemies requiring different strategies. The Beast is a tank to be kited, the Patient a cannon fodder to be swiftly eliminated, the Porter a frustrating teleporting mage that demands accuracy, and the Keeper a persistent boss-like threat that becomes a true nightmare in its enraged state. The promise of difficulty settings that increase enemy damage and add health regeneration suggests an attempt to cater to players seeking a challenge beyond the base experience.
Character Progression & Systems: There is no indication of a progression system. The three avatars are not classes to be leveled up but are static presets, differentiated only by their starting weapons (MP5/P320, M4A4/Colt 1911, AK/Baretta). This lack of metagame progression—no unlocks, no perks, no weapon upgrades—roots the experience firmly in the realm of the arcade. Each run is self-contained, with success or failure determined solely by player skill and tactical use of resources within that session.
UI & Innovation: The user interface, from the described lobby system to the in-game HUD, appears functional. The ability to adjust mission time is an interesting modifier, forcing a more frantic, speed-running style of play. However, the game does not appear to innovate upon the established FPS formula. Its systems are recognizable and well-trodden. The “innovation,” such as it is, lies in its specific combination of enemy types and the constant, looming threat of the Keeper, which prevents the player from ever feeling truly safe.
The most telling note in the description is the repeated use of “xx?” and “xx bullets” for weapon ammunition counts. This minor detail, seemingly copied directly from development notes, is symbolic of the game’s overall state: a framework with placeholders, a system yet to be fully defined and polished.
World-Building, Art & Sound
The world of In & Out Alive is sketched in broad, generic strokes. The two announced areas are “Area 1 -> Secret Laboratory” and “Area 2 -> Pyramid in Desert.” These are less settings and more archetypes—familiar video game locales devoid of specific detail or history. The laboratory has “big Corridors, lots of doors and plenty of space,” a description that suggests boxy, simplistic level design focused on functionality over environmental storytelling.
Built in Unity, the visual direction can be inferred to lean towards the generic asset store aesthetic common to many low-budget projects. The art serves the purpose of defining space and differentiating enemies but is unlikely to be a source of stylistic flair or atmospheric depth. The enemy designs—a clawed Beast, a shambling Patient, a teleporting Porter, and a relentless Keeper—are functional concepts without much visual elaboration.
Sound design is a complete unknown from the source material, but it is arguably one of the most crucial elements for an atmospheric shooter. The effectiveness of the Keeper’s pursuit would live or die by the audio cues signaling its approach and enraged state. The lack of any mention of sound or music, however, suggests it was likely a secondary concern in this initial Early Access build, another layer awaiting polish and integration to elevate the tension and immersion.
Reception & Legacy
As of the source material’s documentation, In & Out Alive exists in a state of critical silence. There are no critic reviews on MobyGames or Metacritic, and no user reviews have been logged. It is a game that has, thus far, flown entirely under the radar of both the critical press and the gaming community at large. It was released at a budget price point of $2.99, positioning it as an impulse buy for curious players.
Its commercial performance is unknown but, given the complete absence of buzz or player engagement visible in the sources, it is unlikely to have been a significant success. Its legacy, therefore, is not one of influence on other games or the industry. It will not be remembered for pioneering a new genre or perfecting a mechanic.
Instead, its legacy is archival. It is a perfect digital specimen for historians and analysts studying the state of indie game development in the 2020s. It represents the sheer volume of games released on platforms like Steam—games that are complete and functional in a technical sense but are often eclipsed by the market’s sheer size and the high expectations of players. It is a testament to the act of creation itself, a first step taken by a developer that may lead to more polished and ambitious projects in the future, even if this particular title remains an obscure footnote.
Conclusion
In & Out Alive is not a “good” game in the traditional critical sense. It is rudimentary, generic, and visibly underdeveloped, a collection of basic FPS mechanics wrapped in a placeholder narrative and dropped into asset-store environments. It lacks the polish, depth, and creative spark that define memorable experiences.
However, to dismiss it entirely would be to miss its value. As a historical document, it is a poignant and honest reflection of the modern game development landscape. It is the video game equivalent of a first draft—a proof of concept made public. It demonstrates the ability of accessible tools like Unity to allow creators to build and release a functional game, while also highlighting the monumental gap between functionality and excellence.
The final verdict on In & Out Alive’s place in video game history is that it is a foundational artifact. It is the kind of game that thousands of developers make as they learn their craft. Its ambition is not to redefine the genre but simply to exist within it. For $2.99, a player in 2023 could experience the nascent beginnings of a developer’s journey. For a historian in 2043, it will serve as a perfectly preserved snapshot of the raw, unpolished heart of indie game creation—a reminder that not every game can be a masterpiece, but every game started as someone’s passionate, if flawed, attempt to create something out of nothing.