About INCISION
INCISION is a fast, demanding retro first-person shooter set in a world consumed by the Growth, a fusion of flesh and machinery. Its industrial labyrinths connect combat and exploration, while ten weapons with alternate firing modes support different attacks. Scattered extra lives matter because a level must be completed without checkpoints or quicksaves.
INCISION places the player in a world being consumed by the Growth, an expanding mass where flesh and machinery exist in a single hostile system. Familiar places have become rusted, pulsating factories and industrial labyrinths, joined by transformed cityscapes and surreal alien structures. The player’s stated purpose is to cut, shoot and burn through the spread. The story does not interrupt the action with long explanations; its details are left for players who choose to look for them in the environment and wider setting. This creates a direct first-person shooter premise with a dark science-fiction and body-horror frame. The environments are not neutral backdrops: their factory forms suggest a larger organism, and their strange architecture makes progress feel like movement through a system being reshaped by the Growth.
Movement and combat are designed to be fast, with enemies making hesitation costly. INCISION describes itself as demanding, and its challenge depends on aim, reflexes and learning how to use its weapons effectively. The player moves through corridors and more open spaces while watching for attacks from a roster that includes augmented soldiers, sawblade-wielding fanatics, machine-like spider priests and creatures from beyond the world. Those enemies bring different threats: burst-firing energy rifles pressure the player at range, ricocheting blades complicate positioning, and homing missiles demand attention to movement. Combat therefore involves more than holding the trigger. Players need to read the attack, keep moving and switch to a suitable weapon before an opponent overwhelms them.
The game’s ten weapons each include a powerful alternate firing mode, giving familiar weapon categories additional uses. A shotgun can launch bouncing incendiary bombs, while a heavy machine gun can lob grenades. The revolver rewards tricks that increase its damage output, and the rocket weapon can fire a volley of incendiary projectiles. The saw-spear can slash at a distance or become a close-range buzzsaw. These secondary functions make weapon knowledge central to the combat loop: players can choose an attack for the distance, target or space in front of them, then use an alternate mode when its effect fits the situation. The weapons are loud and destructive, matching the game’s brutal presentation, but the practical advantage is variety. Learning each tool expands the ways to answer threats without adding a complex equipment management layer.

INCISION’s level structure makes survival resources part of exploration. Extra lives are scattered around the maps, and finding them helps protect a run from ending. If the player runs out of lives, the level restarts; there are no checkpoints or quicksaves, and each stage must be completed in one attempt. That rule changes how a player weighs a detour. A side path may expose them to danger, but it can also hold an extra life that makes a later fight more survivable. Levels ask the player to balance forward progress against looking for resources and routes that may help sustain the run. This is a particularly strict form of stage-based progression: a mistake has consequences beyond the immediate encounter, and learning the layout can be as important as improving aim.
The enemies and environments reinforce one another through the Growth’s fusion of organic and mechanical forms. Factories act like nerves and organs for a larger being, while its forces include people altered into machine-freaks and stranger entities that resist easy classification. This provides a continuous visual language across the industrial mazes, city ruins and alien spaces without requiring a detailed plot briefing before each fight. The player can focus on the immediate task of clearing a route, then notice how the world’s changes connect to the underlying threat. There is story material for those who want to investigate the setting, but combat remains the foreground activity. The result is a setting that supplies atmosphere and context while preserving the quick pace of a retro shooter.
Sound gives the campaign another layer of intensity. The soundtrack by Frédérick Chicoine, known as iNi, combines atmospheric horror ambience with metal, shifting between uneasy background texture and music suited to the violent encounters. Together with the game’s graphic violence and relentless enemies, it supports a deliberately harsh tone. INCISION entered Steam Early Access before reaching full release; the current Steam listing presents it as released, with all base campaign content available. Its finished structure centers on single-player levels, an unforgiving extra-life system and a varied arsenal whose alternate fire modes reward familiarity. The challenge is to survive each space in one run, use weapons deliberately and keep moving through the nightmare the Growth has made of the world. The developer names Doom, Quake, Blood and Shadow Warrior as inspirations, but INCISION’s finite lives make its pressure more specific than a general retro aesthetic. Its weapon alternatives help the player prepare for the next encounter, while the lack of mid-level saves makes finding supplies and learning the route part of every attempt.

- Developer
- SmoothBrainDev
- Genre
- First-person shooter; action
