Ed Note: This review is based on playing the game on a multiplayer server, with increased resources, bonus EXP gain for skills, and decreased hunger/thirst depletion rates. Screenshots are from the press kit, and were not taken during gameplay.
Genre-wise, Abiotic Factor is not the most innovative thing. It’s a multiplayer survival crafting game, with some light RPG and FPS elements.

Where it sets itself apart is the setting. Instead of a tropical island filled with monsters, or an infinite world of cubes, you and your friends will find yourself stuck in a combination of Black Mesa and an SCP Containment Facility.

It also looks like Half-Life.
Gameplay
If you’ve played a survival-crafter before, you’ve seen this loop. Set up a base, venture out to gather resources, craft equipment, and then venture out to explore. Rinse and repeat.
The main difference comes from the setting and enemies. I don’t think it’s unfair to call the enemies in this game pretty much just lifted from Half-Life. You have the Not-Head-Crabs, you have the Not-Vortagaunts, and you have the generic military dudes.
There are more enemies, but if you’ve played Half-Life and Halo, you’ve seen 90% of what this game has to offer. And if you’ve played Lethal Company, you can crank that up to 100%. There’s a single spectacle section where you’re forced to sneak past a series of large spooky enemies, but then they never show up again.
One thing that is new are the mini-games. You can turn some of these off, but not all of them. Frankly, I didn’t enjoy having to play these each time I had to sleep, or use the bathroom. Because not using a bathroom will eventually kill you.

Combat is tricky, but it’s a bit of a mixed bag. While some of the later game snipers are difficult, often enemies are hard to deal with because they just out-gear you when you run into them, not because they’re crazy smart or tricky. There was an early game robot that we dealt with by walking up, smacking it, and then running away. Rinse repeat 25 times.
I probably sound a bit more down on Abiotic Factor than I’d like to be. The game is fun, and the setting is pretty novel for this genre. It’s just that a lot of what the game offers is captured more in its atmosphere and lore than it is in the gameplay mechanics.

Building up a base, crafting progressive upgrades, setting up farms, and exploring out for new materials. These are all fun things to do, and Abiotic Factor does them well.
But I’ve also already done them in Minecraft. And Raft. And Satisfactory, VRising, Valheim, Terraria, Starbound, The Planet Crafter, and Don’t Starve Together.
If I was to give any real praise, I want to call out its quality of life features and unlock. You can develop auto-sorting. You can get the ability to pull resources from nearby boxes for use in crafting and repairing. Thank you Abiotic Factor for not making me play inventory Tetris each time I want to craft a single clip of ammo.
The Problem
The real problem though is that Abiotic Factor is currently Early Access. It feels like you can only play about 30-40% of the game. By the time you reach the end, you’ve been introduced to the world, and its factions and monsters… and just as things are getting exciting, there’s invisible wall that says “Future Content Here.”
And then there isn’t really an end game. While the base building can be fun, unlike Valheim or Minecraft, it doesn’t have enough freedom to turn into the focus of game. We built about 2-3 bases on our playthrough, and that was “good enough.” Sure, we could have built them better, or improved them, but we never felt any need to do so.
The same is true of other factors. There are no raids, rare mobs, weapons, or really anything to do. And that’s fine, Abiotic Factor doesn’t need these things. It can be a survival-crafter with a complete story and arc like Raft… but it doesn’t that story yet.
And as a result, I can’t really recommend playing it until it’s actually finished.
Conclusion
Abiotic Factor has a lot of promise, and there are all sorts of hint and nods lore-wise toward interesting things that might happen. For example, there’s a large red chair that appears to just teleport you into a backrooms style area where you have to solve a puzzle while avoiding invisible monsters to get out.
It’s fresh, and hits a certain itch when played with friends. It’s new and unique enough to be a good time. But it’s hard to view as a long term game, especially with no real end-game or purpose currently available, and with its story incomplete.