ChairQAsition: Apocryph

Your intrepid heroes provide the quality assurance that should have been done in the first place. Apocryph faces the ChairQAsition!

Game: Apocryph
Devel: Bigzur Games
Engine: Unity
Price: £14.99 / US 19.99 / CA 21.99

Wazzat: Apocryph is a FPS set in a brutal dark fantasy world. It takes it’s roots in old-school fantasy shooters, so prepare for intense sword-and-sorcery FPS action amidst forgotten castles, evil shrines and decrepit dungeons!

Mandatory Disclosure: Them devs sent us keys

CHAIR– Nooope

CHAIRCHAIR– Not sure if want


CHAIRCHAIRCHAIRCHAIR– Shutupandtakemymonies

Makes with the working


  • Performance: @ 1080
    • 70/74 LOW
    • 50/60 HIGH.
  • Launch Control:
    • Fullscreen:✅
    • Big Picture: ✅
    • Windowed: ❌
      • It’s not even an option, Brad.
  • Quicksave, does, not, work.


  • Performance: @ 1080
    • Average 56fps on high
  • Launch Control:
    • Big Picture:✅
    • Fullscreen:✅
  • No quicksave either


  • Performance: @ 1080
    • 47/78
      • Regardless of High or Very High settings, the performance is anywhere from 47-78 FerPS
  • Launch Control:
    • Fullscreen:✅
    • Big Picture:✅
    • Windowed: ❌
      • Windowed mode requires editing the unity Prefs file.
  • Crashy crashy crashy
  • Quicksaving jacks up the brightness like crazy


Shiny / Sounds


  • Three main modes: High, fugly, EXTREME fugly + pixels and graphical glitches.
  • Seriously, the pixel mode is one step above Quake ASCII render.
  • I don’t hate the background music?
  • The monster noises do a really good job of keeping me on edge.
  • It looks good but you quickly notice the baddies are on the maps, not in them.
  • Level design is half decent and have a solid Quake vibe.


  • The background music is overly distored guitar noodling. Seum had a better soundtrack though
  • Yup, this is a hexxen clone. It looks the part, but that’s not saying much given the performance


  • The amount of particle effects on screen is detrimental to my ability to play this game.
  • Pixel mode made me, someone who played Quake on the Saturn, feel queasy.
  • The background music is alright, if a bit too loud by default.
  • Like I mentioned earlier, when you quicksave the gamma gets shifted to the brightest setting and it makes the game look god awful.




  • WASD default layout is workable.
  • Agree /w P-man on the random stickies.
  • Homeboy has a serious problem with certain stairs and other various areas.
  • Collision issues and a byproduct of lazy dev being lazy.


  • If WASD ain’t broke, don’t fix it
  • Did everyone else basically forget there’s a bullet time mode. I kept getting killed a bunch in a couple sections, then I realized that was a thing
  • Other than that, yeah there are some collision issues
    • Also inconsistent invisible walls


  • Protagonist character has this nasty habit of getting stuck in random bits of terrain.
  • You can tell the developers were aware of this but, instead of fixing it, they just lined the levels with various bits of invisible walls at different angles.
  • The hitboxes on enemies are very poorly represent by their model.
  • And by very poorly, I mean you’ll be fucking miles from one of the melee enemies and the fucker will still damage you.




  • I had to dial this FKR down to easy after 30 minutes of getting killed to death.
  • I did this because the AI == trigger + bum rush and they would get stuck on just about everything imaginable.
  • I found myself triggering them, getting them stuck, and merking from a distance. .
  • Not fun, this is supposed to be about strafing, running backwards, and slaughtering.
  • Enemies do NOT handle stairs well.
  • More often than not they jump into space and land on your head-organ.
    • However you do get to see plenty of monster taint.
  • Could really do with an autosave feature.
    • Save scumming quickly becomes a way of life.
  • However,
  • You know what, FK however.
  • Your quicksave does. Not. Work!
  • I’m out, not going through that slog of bullsh*t again.
  • And that’s a FSM damned shame since I was starting to kinda-sorta like the game.
  • YAY I get to repeat something I’ve said before.
    • If this was an Early Access title I would be hopeful, nay, borderline impressed.


  • The entire time I spent playing this game I was thinking how so much better ziggurat was in basically every aspect
  • After you get used to the AI’s stupidity and the game’s tendency to hide a ton of monster around every blind corner, you very quickly start devolving into what we in the biz call “dungeon pace”
  • Peek around every corner to draw aggro and run away
  • Then the game just becomes a slog, and you take venn’s advice to just save scum
  • The level design isn’t actually half bad. In true quake/hexen fashion you got to get through a series of secondary objectives before you can just unlock the main door
  • The game also likes to put the main door right in front of you and make you explore
  • I would like to see a few more branching paths, loops and interconnects tho

Pedro- CHAIR

  • Apocryph could have been the STRAFE of Hexxen.
  • Instead is a gallery of simplistic, ameteur hour, design and I’m pretty sure I’ve seen some of these enemies before.
  • I remember having my mind blown by Hexxen 2 in 1997.
  • In my head, this game had a pretty good shot of getting me to slap on my nostalgia goggles and just enjoy it.
  • Instead I got stuck on top of yet another set of stairs and then it crashed.
  • Damn you, Apocryph.




Leave Your Reply