After making its way to Steam and North American Switch owners last summer, Sleep Tight has finally reached our shores this month, bringing its Pixar-inspired take on the classic horde formula to Europe.
During our early playthroughs we attempted to construct a square fort in the middle of the room, using barricades and the four upgrade stations as indestructible cornerstones. While visually pleasing, this left us open to attacks from all sides and required a much more hands-on approach to defence. Later runs brought about a change of strategy, namely hiding in a corner behind a wall of turrets, which allowed us to sit back and watch the automated fire do much of the dirty work for us. There was even a rather daring run which saw us eschew all defences in favour of ammo and shield power-ups, a strategy that proved surprisingly effective.
Every night survived sees you rewarded with suns and, along with stars dropped by downed enemies, these serve as a currency used for purchasing products at the aforementioned stations. You’ll need those to combat the evolving suite of enemies, which could easily pass for Monsters, Inc. movie extras, with small and speedy creatures being complemented by the introduction of bigger, stronger types capable of dealing serious damage to your base as rounds progress.
With only a few suns handed out each morning, you’ll need to spend wisely in order to stay alive for as long as possible, especially considering they don’t carry over to the next day. Do you repair a turret on its last legs, or stock up on shields and ammo in case things go south? It’s decisions like these that can make or break a playthrough, and while watching the inevitable downfall unfold on a particularly good run brings with it a tinge of sadness, last stands are always good, frantic fun. The game’s relatively speedy pace also means it’s never too long before you’re back in the thick of things, which helps.
From a technical standpoint, Sleep Tight appears to run well on Switch, both when docked and handheld. The only drawback was some screen glare when playing in handheld mode during daylight hours, as the game’s entirely set at night and obviously quite dark as a result. You can exit and save progress between rounds, but we often found that simply putting the Switch in sleep mode then returning some time later was a decent way to keep a playthrough going when interrupted.
Overall, Sleep Tight is another solid addition to the Switch’s growing roster of indies. Whilst it would be great to be able to team up with friends for a monster mash, the quick pace of rounds, satisfying gameplay and battery-friendly nature of the game make it a great candidate for solo commuters.
After a brief period of exclusivity with Discord, At Sundown: Shots in the Dark has been released onto multiple platforms, bringing with it an atypical twist on the multiplayer shooter.
As you continue to play and progress, unlocks are awarded with each level gained and come in the form of new weapons, maps and game modes. Whilst the unlockable maps and modes offer some variety (King of the Hill works particularly well), building the unconventional armoury is At Sundown’s real prize.
The level cap can be reached very quickly, ensuring things aren't locked behind progression for too long, but that does mean you’ll pretty much have seen everything the game has to offer within a couple of hours.
Typically for a multiplayer-focused game, longevity comes from honing your craft. You can do so locally, with up to four players supported, while AI bots can fill in any available spaces. AI capability ranges from laughably easy to cheating bastard, which can depend more on the weapons in play than the difficulty setting.
Unfortunately, padding matches with bots isn't an option if you venture online. We weren’t able to find an online bout during our playtime, though that shouldn’t come as a surprise, as we were playing pre-release, but we were able to try out some 1v1 battles and, as suitably tense as they were (thanks in no small part to the ominous soundtrack), the experience felt proportionally watered down. Technically it was spot on, it just lacked the measured carnage of a four-way firefight.
Still, Mild Beast Games have taken the slow, methodical strategy of Battleships, infused it with the twitchy thrill of a modern shooter and presented it in a way which invites an inaccurate, but not unfair, comparison to Bomberman. If you and yours are any sort of frantic multiplayer fans, then At Sundown might just be worth a look.