A downloadable game for Windows

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Work In Progress!

ShoutOut [CodeName]  is WIP, that means you can test the game as it is but it's under heavy development, the demo/test version is published for players to help in the process.

  • By finding bugs and report them
  • By giving feedback, feelings, ideas, opinions...
  • By making video streams that greatly help building a superior User Experience
  • By having fun and share with everyone, helping marketing

The Story:

  • The world:

22nd century, there are still remains from the 21st and even from the 20th. But the 22nd century came with its own Revolution: Interstellar travels. Humankind is now in the process of colonizing a whole new world.

Humankind is now "unified" so to speak... No more nations, the world is organized around city-states ruled by private corporations on one side, and the "wildlands" on the other side. Not much is known about life as a wildlander. City dwellers view it as a brutal, lawless, dangerous and merciless place, populated by bandits, savages or hippies.

  • The place:

ThornPoint is a small suburb of Radiosa, a megapole. The town is maily ruled by 7SidesCorp, a gigantic corporation working on high technology weaponry, biological & chemical toxins and which regurlarly charter intersellar exploration missions.

  • The characters:

Live the fate of one of four characters:

Jack Vance, a police officer recently appointed chief of the police departement of ThornPoint.

Sophie Duquesne, just finished her graduation in sciences and came first. She's been raised and educated by 7SidesCorp, the corporation which rule ThornPoint, and now start her carreer as Pr VanDerLinke assistant.

Amanda Sloane, a mercenary. She's waiting for a contact to brief her on her next contract at the GrandHotel, in ThornPoint.

Romeo, a kid of ThornPoint, orphean he was raised and trained as a thief by Johnny Wilkinson.

The Game:

  • The maps:

The main map is a small district of Thornpoint.  Villains are spawning in strongher (in number) waves each time one is dispatched. This is for testing AI and shooter mechanic in the context of open urban areas.

 There are 6 Interiors maps accessible via a short loading screen.  Player can find food, bed and recruit squad members there, depending on their alignement.

There is a Procedural Dungeon system implemented. The entrances can be found in the main exterior map. There we can test closer-by encounters. Beware, better go there accompanied or well armed.

  • The Weapons:

Pistols, Revolvers, Assault Rifles, ShotGuns, Sniper Rifles, Syringe Guns, Grenades... and more to come. You'll find the one fitting your style!

  • The Skills:

FireArms, CloseCombat, Sciences, Technic, Speech and LeaderShip are the 6 skills the player can choose to learn and grow.

  • The Squad/Team:

The player can recruit bots to help in his goals, the system will be greatly expended in the future, with levelling, equiping and managing a crew.


The game fully support GamePad or Mouse/KB

For basic control, please, refer to ingame Menu->Settings->Controls accessible on the Main Menu or by pressing Esc/Select.

Some specials:

  • Aim+Jump will perform a dodgy roll
  • Reload with weapon holstered to eat/drink and restore Stamina
  • Syringe Gun: Reload when already loaded to cycle through toxins
  • Syringe Gun: Pull the trigger whithout aiming to Self Heal
  • Squad: F/RightShoulder will toggle squad orders follow/Stay
  • Squad: Holding F/RightShoulder to order squad to "Advance"

Thank you for participating to this project!


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Click download now to get access to the following files:

shootout-win-64.zip 1 GB
Version 36

Development log

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Hi !
I won't publish a devlog this week, neither a new build obviously.
Everything is running smoothly, it's just that the narration is a very demanding task, it is tied to every single aspect of the game be it gameplay, save system, level design, UI, and more ... Also testing is time consuming.

It is coming together, sequences are quite easily done, branching is working and also taking account of other save is running well. But even if it is a work in progress, the whole thing is too much conceptual for me to publish. I must polish a little the sequences, and more importantly design a draft for scripted mission map !

Stay tuned, as soon as possible I will deliver a test build for you to debug, hem enjoy I mean :D

the first group of enemies i saw in that underground area gunned me down instantly

(1 edit)

This underground area is pretty deadly, better go there with good weapon, drone and squad members. Also it is procedurally generated, sometimes you get unlucky and groups spawn near enough to hear firefight and join the battle.

At first visit spawned groups are 2 bots, each visit add chance to increment this number by 1.

Thanks for taking time to try it out !

where was i supposed to go then? 

Where you spawn depending of your chosen character you will find some stuff and there are two or three bots waiting for you to recruit. They will respawn after a while if you need more. Use F or RightShoulder to toggle them to stay/Follow, maintain F or Right Soulder to tell them to advance. Escape menu will let you choose a weapon for them.

You can upgrade one skill also (escape menu).

Then you could dispatch waves in town (easier) to find better gun if you need.

Finally you can test your skill underground. But there you must use everything you got. And certainly not go alone until I implement sneaky mechanic.

Also have a rest in your spawning place (bed) it will restore your stamina and gives tips.

Great art Style, great mechanics, great game!

I also produce on Unreal Engine, take an eye on my project


Thanks for taking the time to check out! And for the kind words!


A fix to the Bots staying stuck in ragdoll state has been pushed!


Last build introduced an annoying bug : after being knocked down by an explosion, bots sometimes stay in a ragdoll state and won't get up.

this will be addressed tomorrow, sorry for the trouble.

Meanwhile, be aware that some downed dudes could still be alive...

Hello everyone!

Hope you are all doing well in these strange times!

I published a little patch, travelling to Cantina was screwed up and there was a problem with the Hud Icons while set in localized languages (it was set with a switch on string * facepalm).

I'll have a 4-5 days break in the moutain side of Serr Estrellha i Portugal.

I'll hike in the morning, have good food, and in the afternoon will spend time to write the scenario, storyboard, and draw some logo and concept!

Thanks for following this! Take care!

I like the cartoon style,  had fun with the shooting and running around jumping on buildings ... super fun ... suggestion add some grenades = ] ... 

bug report: 

1) AI can be pretty lame, seems like if you shoot the leader the rest of the AI doesnt know what to do anymore, or literally requires you to stand with a gun drawn like right in front of them even after shooting all their buddies in the head. 

2) If somebody is talking and you shoot them, their speech bubble remains floating above their bodies

3) nothing stops you from trying to pickup an item several times 

4) would be nice if pickups told you what type of bullets you got +1 mag pistol , or 10 mag rifle ...  

5) sniper rifle can get stuck in aim, takes a mix of buttons but not hard to repro

6) if you run out of stamina, which prevents you from shooting ? you can sorta get around it by holstering and drawing weapon and shooting quick ... Also does stamina not replenish at all , just need to sleep ?

7) would be nice if you also sent a message that mentioned another wave has arrived ... 

8) also the first time I couldnt tell at all where they were coming from, if my squad mate wasn't randomly shooting at them I would not have figured it out...  maybe some sort of visual to let you know where a shot is coming from ? I mean I just hear gunshots, who are they shooting at me?

9) ai sucks if you crouch, they should take cover or try to get around you ?

10) sometimes narration gets stuck and hitting esc and clicking on next button can get you through ... also flying people sometimes and weird bugs. 

Hello! Thank you for testing the game and for this thorough report!

Grenades, explosives, traps, chemicals weapons are scheluded. I just added some basic shooter mechanic with some weapons diversity for now, but shooting is one of the main features of the game, it will be expanded!

About AI, I had to tune it down when I added civilians to the map, there was some conflict with hostiles... Civillians were over reacting to shooting and I was working on other aspects of the game so I just prefered to tone it down and come back to it later.

After the first passes on Narration are done, I planned to do an another pass on AI, Weapons, Factions and if everything is smooth begin to work on skills.

To be exhausted doesn't prevent you to shoot, in fact. It prevents sprinting, jumping, rolling. And HP regen is directly tied to Stamina : at 0 you don't regen at all. To regain Stamina, you can sleep or eat/drink. Stamina is a long term statistic, it represents what one can do in a full day. It will be critical to manage it later in the game, when exploration is added and you'll be in the wild.

Thanks for your feedback, Invadererik. I will review all your bug findings and fix them for the next build!

Can you add some graphics settings? Or will they be added later?

Yes, that could be done. 

I am taking care quite regularly of optimization. Graphically wise the game is really light, 3d assets are simple, as are the materials.

May be the post process could gain some tweaks. I'll check that out.

Do you have performance issues? If so could you share your system information?

I am on integrated graphics you see... It isn't that bad though. Another thing I would like is Parkour-ing over obstacles... The current animation feels a little slow. 

Well, in the next build I could surely add a basic automatic Low/Medium/high graphic settings.

About the parkouring, it is planned to do multiple pass on every systems. I first rough out them, and then tweaks, tune, ect. So, hopefully I'll find out a better how to build a better experience for Player :)

Thanks for your feedback, it is really usefull and apreciated!

When i kill people guarding restricted zone the game crashes

Thanks for pointing that out, I will fix it ASAP!

I tried to dispatch them with no crash. Could you be more explicit on how you crashed?

Ok, I found the guilty.

On a not so rare occasion, when shooting people, a bolean was changed more than once a frame and "optimized away". aka neither true nor false or both.

play new update

Seeing as I have no hands on experience with game development, I want to write for this game.

Hello, Brethnew, thanks for your interest for the game !

What do you mean by "write for this game"?

I mean, if you want help writing quests and such.

Oh yes, that could be... It's such a work to develop i'd gladly take some help :) 

And English is not my mother tongue wich add to the challenge!
I'm currently developping the narration system, I've got a rough idea of the architecture of the system, I need to see it in action to see its feasability and potential.

You should mail me at sillikone@sillikone.com, mate.

It will be a better place to share about it :)

when i want to paly game i see only i need file ,,DX100"

Someone help?

Hello, thanks for your interest for the game!

your issue could be DirectX related, can you share the whole error message and the configuration you ty to run the game on?

havent even downloded it yet and i love it



Don't put your expectations too high and be disapointed, tho :D

This week I'm working on a key element of the game : Narrative System, stay tuned folks ! :)


i think is good idea game ... 

Thanks a lot for this testing session. This is invaluable for me to improve the player experience !

In this video alone, I can find a dozen of improvements and quite a few critical bugs !

I'll do my best to adress all of them in the next build.

A million thanks for the time you spent here @QUEENFAITH2020 !

I LIKE YOUR GAME... hope look version full ... :D i like help creators ... i