- Release Year: 2019
- Platforms: Windows
- Genre: Role-playing (RPG)
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Action RPG, Direct control, Open World, Sandbox, Shooter
- Average Score: 89/100

Description
Foreign is an action role-playing game released in 2019 for Windows, set in a sandbox-style open world with shooter mechanics. Players navigate a behind-view perspective in a disjointed, incoherently designed environment, blending RPG elements with direct combat controls. Despite its ambitious open-world structure, the game faced criticism for its muddled execution and lack of cohesive design, drawing comparisons to mismatched stylistic choices in other media.
Where to Buy Foreign
PC
Foreign Reviews & Reception
ign.com (85/100): There’s nothing damning about spending time in Afterparty’s version of Hell.
Foreign: A Case Study in Missed Potential and Indie Ambition
Introduction
In an era defined by gaming’s golden age of independent creativity—where titles like Disco Elysium redefined narrative depth and Untitled Goose Game charmed with minimalist brilliance—Foreign arrived in October 2019 as a stark contrast: an action-RPG open-world experiment lost in the noise. Developed by an unknown studio using Unity and priced at a meager $4.99, Foreign promised the sprawling freedom of a sandbox shooter but delivered an experience so incoherent that its sole professional review dubbed it “a muddled together incoherently” misfire. This review examines Foreign‘s collapse—not merely as a failed game, but as a cautionary snapshot of unchecked ambition colliding with technical limitations, market oversaturation, and the perils of Steam’s early “indie rush” era.
Development History & Context: A Perfect Storm of Constraints
The Studio and Vision
Foreign emerged at a time when Unity democratized game development, empowering solo creators but often straining under the weight of grand visions. The studio behind Foreign remains anonymous—a telling indicator of its obscurity—but MobyGames’ sparse credits suggest a small team or solo developer inspired by genre titans like Borderlands (released months earlier) and The Division 2. Their vision, per promotional snippets, aimed to merge “open-world exploration, shooter combat, and RPG progression” into a budget package. However, this trifecta demanded resources the team lacked, exacerbated by 2019’s crowded gaming landscape.
Technological and Market Realities
2019 was a watershed year for gaming hardware (Google Stadia’s debut, NVIDIA’s RTX ray tracing) and software (Epic’s storefront wars), yet Foreign’s Unity foundation constrained it to last-gen aesthetics and physics. With no budget for motion capture, bespoke animations, or polished UI systems (evidenced by MobyGames’ “Direct Control” interface tag), the game relied on asset store props and generic scripting, resulting in a “Frankenstein” feel. Compounding this, the October 7 release date buried Foreign beneath AAA juggernauts (The Outer Worlds, Call of Duty: Modern Warfare) and sleeper hits (Disco Elysium), leaving it invisible to all but the most curious bargain hunters.
Narrative & Thematic Deep Dive: A Void of Identity
Plot and Characters
Foreign’s narrative ambition is its most perplexing flaw. The Steam description teased a “stranded hero unraveling cosmic secrets,” yet in practice, the game offered little beyond placeholder dialogue and quest logs (“Retrieve 10 Energy Cores”). Characters stood stiffly in recycled environments, spewing boilerplate lines (“The tower holds answers…”) devoid of context or voice acting. Attempts at mystery—alien ruins, shadowy factions—felt like disconnected set dressing, as if the team pasted lore from disparate sci-fi drafts into a single canvas.
Themes: Ambition vs. Execution
Thematically, Foreign gestured toward isolation and discovery—echoing No Man’s Sky’s lonely exploration—but without the systemic depth to sell it. Environmental storytelling (e.g., crashed ships, abandoned labs) lacked detail; notes scattered about “the Collapse” or “Entity X” read like first-draft world-building. This half-baked approach mirrored 2019’s industry tensions, where indie studios chased AAA-scale narratives without the writing staff to ground them. The result was less a story than a collage of unmet aspirations.
Gameplay Mechanics & Systems: A House of Cards
Core Loop: Repetition Without Reward
Foreign’s gameplay centered on third-person shooting, loot collection, and skill trees, but each system faltered. Combat suffered from imprecise hit detection, with enemies (reskinned robots, bandits) spawning erratically or clipping through terrain. Procedurally generated “dungeons” reused the same warehouse assets, while RPG progression offered stat boosts (“+5% Critical Chance”) with no tangible impact on playstyle. The “open world” spanned a barren, cookie-cutter desert biome punctuated by copy-pasted outposts, evoking Metal Gear Solid V’s Afghanistan stripped of all dynamism.
UI and Technical Issues
The interface was a masterclass in poor UX: cluttered menus, unexplained icons, and a map system so buggy that quest markers routinely led players into geometry. Save files corrupted frequently (per player forum complaints), and performance dipped below 30 FPS on mid-tier PCs—a death knell for an action-focused title. Ironically, Foreign’s sole “innovation” was its modular weapon-crafting system, which allowed attaching scopes or magazines to guns, but even this felt undercooked, with parts lacking visual or functional variety.
World-Building, Art & Sound: Aesthetic Anemia
Visual Direction: Asset-Flip Dystopia
Foreign’s art style embodied Unity’s “default” ethos: grayscale deserts, luminescent alien flora ripped from Synty Studios packs, and character models resembling store-bought rigs. Lighting flickered between oversaturated and muddy, while textures popped in aggressively, breaking immersion. The lone visual standout—a towering “Quantum Spire” meant to anchor the map—was rendered inert by simplistic geometry and static effects.
Sound Design: The Clone Wars Comparison
The Cross Button’s damning review pinpointed Foreign’s soundscape as its cardinal sin: “It’s a lot like the early seasons of The Clone Wars which had techno music (why!? blasphemy).” Indeed, the soundtrack jarred with its setting, deploying synthwave beats during somber exploration and silence during firefights. Weapon sounds lacked punch (plasma rifles hissed like deflating tires), and ambient effects—wind, wildlife—were conspicuously absent, cementing the world’s status as a digital ghost town.
Reception & Legacy: A Footnote in Indie History
Launch and Critical Response
Foreign debuted to crickets. Its 28% score from The Cross Button (2.75/10) highlighted “incoherent” design and “unfinished” presentation, while player impressions on Steam oscillated between bafflement and mockery (“My $5 bought me 3 hours of confusion”). Sales figures are lost to obscurity, but its MobyGames listing notes it was “collected by 1 player”—a tragicomic epitaph.
Industry Impact and Legacy
While Foreign influenced nothing, its existence encapsulates 2019’s indie ecosystem flaws: the Steam Direct wave enabled countless passion projects but also flooded the market with half-realized experiments. Unlike contemporaries (Amid Evil, Katana Zero) that leveraged constraints into stylistic triumphs, Foreign serves as a reminder that vision without discipline breeds chaos. It presaged the “micro-indie” reckoning of 2020–2023, where games like The Day Before faced similar fates.
Conclusion: The Cost of Ambition Without Foundation
Foreign is neither the worst game of 2019 nor a so-bad-it’s-good relic. It is, instead, a poignant artifact of indie gaming’s growing pains—a title that grasped for the stars with arms of clay. Its failures in narrative cohesion, technical polish, and artistic identity mirror countless forgotten Steam experiments, yet therein lies its value: as a case study in the importance of scope management, playtesting, and thematic focus. For historians, Foreign is a footnote; for developers, a cautionary tale. For players? A fleeting $5 lesson in tempering expectations.
Final Verdict:
Foreign is less a game than a ghost—a whisper of unrealized ambition in an industry that rewards both brilliance and relentlessness. Its place in history is secured not by merit, but as a stark emblem of the chasm between dream and execution.