
Screenshots

Return to Basic Killing
Bancal Games · Published by Bancal Games · Official site ↗
Content notice: This game is about killing enemies. So, you can expect a lot of corpses and blood, basically.
Last updated 27 Sept 2026
🔥 Lock, Load, Kill! 🔥 Blast your way through 30 blood-soaked levels in this adrenaline-fueled, old-school FPS inspired by the classics. Fast movement, brutal gunplay, and non-stop action—just the way the 90s intended. Oh, and if you care, there’s a story behind all this mayhem too!
Action, Adventure, Indie · More free games
Embark on a fast-paced adventure where quick reflexes and brutal gunplay define your survival. Return to Basic Killing offers an adrenaline-fueled journey inspired by the classics, blending old-school action with a compelling story.
About this game
Return to Basic Killing – An Old-School FPS with Brutal Action
Prepare for relentless, no-nonsense carnage in Return to Basic Killing, a hardcore old-school FPS.. Fast movement, deadly firefights, and secret-filled levels bring back the best of the '90s—modernized for today's shooter fans.
Trapped inside a heavily guarded Nazi fortress, you are Rebekah Razor, a battle-hardened soldier seeking revenge. Break out, blast your way through 30 intense levels, and uncover the horrors of a war-twisted world. Classic gunplay, advanced AI, and a gritty alternate history—are you ready to return to the basics?
🔥 Key Features 🔥
🩸 Classic FPS Action – Fast movement, brutal gunplay, and no hand-holding.
🗺 30 Action-Packed Levels – Huge maps filled with secrets, enemies, and intense fights.
🔫 Old-School Arsenal – Find weapons, loot ammo, and unleash mayhem.
🧠 Smart Enemy AI – Enemies react to sound, alerts, and your tactics.
🕵️ Secrets & Exploration – Hidden rooms, collectibles, and surprises in every level.
🎙 Dynamic Voiceovers – Your enemies will talk—and scream—as they fall.
💀 Multiple Game Modes – Play in Classic Mode or test your skills in Perma-Death Mode.
🌍 A Dark Alternate History
After World War II, history took a terrifying turn. Spain and Portugal joined the Axis. The Third Reich crushed Europe, defeated Britain, and signed a steel-fortified non-aggression pact with Stalin. The world is now divided:
☠ Nazi Europe – An oppressive empire of fear and control.
☭ Communist Asia – A powerhouse standing in opposition.
🗽 The Free World – A fragile alliance of neutral territories, including the USA.
Amid this chaos, one woman fights back.
🩸 Your Story – Escape or Die
You are Rebekah Razor, a war-hardened fighter from the International Brigades who fought fascism in Spain and WWII. Captured behind enemy lines, you've spent years imprisoned in a Nazi fortress hidden deep in the mountains, subjected to horrific experiments.
Now, an opportunity for escape arises. But between you and freedom stand guards, war machines, and monstrous experiments—the twisted results of Nazi science.
You have one mission: Kill everything in your way.
Coming Soon...
Get ready for an adrenaline-fueled shooter experience. Stay tuned for more updates!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Memory: 8 GB RAM
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Adding interactions and game feel
{STEAM_CLAN_IMAGE}/44720054/b6245f8fe60b9556223da7b36453b1218aca8d43.png Here we go again! Welcome to the second update on Return to Basic Killing... or RBK ːsteamhappyː As a solo dev, I have been working a lot during my spare time and weekends to bring new elements to enhace gameplay and, after adding them to the game, I feel much more confident on the final result. Game Feel I added two new elements that will bring the game some much needed feedback for the player: Camera shake when the player is damaged. Screen damage border and splatters. Yeah, I know they are both pretty much standard nowadays, but I can tell you they made a huge difference on how the game feels more like an actual, modern game. Camera shake was an easy effect to implement and I will maybe refine it a bit in the future. For the screen damage, I created a small system that handles damage of different types, including standard red/blood effect, but also green/poison/acid and blue/armor. I think it gives the player a good feedback received damage. {STEAM_CLAN_IMAGE}/44720054/af57b04d8ce4dc1a99fe087c119c7c256dd80790.png Interactions Also, I added basic interactions with some props. You are able to pickup weapons, ammo and health from the environment. For each type, and when close to one of those items, it will be outlined and you are able to grab it by using the classical "E" to interact with it. Note: gamepad controls will be added soon. This system enables me to add other kind of items to interact with. Of course, you can think of locked door mechanics, pressing buttons, toggling levers... They can add a bit of puzzle elements to the gamplay as even classic games did. I absolutely think gameplay will benefit immensely by these kind of interactions.Read full article on Community Announcements (Bancal Games)AnnouncementsOfficial
How it's going?
{STEAM_CLAN_IMAGE}/44720054/2ad860af425119ed8eafe08fc84395211ef0c8eb.png Hi there! This is our first post here in our Steam page. I've been working silently but steady whenever I manage to have some free time. Here is the stuff I've been working during these past weeks: Enemy AI improvements and patrol system My previous AI implementation for enemies was too basic. Just detecting you by distance and attacking even if a wall doesn't allow them to "see" you. Now, the system works as expected, and they won't "see" you if they are in a different room. Also, I implemented a first version of a patrol system, so they are not patiently waiting until they see you. I can add several waypoints to the patrol path and they will move between them. They can also wait some time at each waypoint if we want. Still a simple system but another step forward. Better audio system I changed the audio system. Previously, I created my audio system, wich was too simple for this game. Now I use a much more powerful audio system for the game, wich allowed me to include a lot of variety and 3D sound effects for different things, like... Player and enemy footsteps. Torch and fireplace burning effects. Enemy hurt and die voices. Background music. Basic menus and HUD We have a basic HUD now, with player life and armor status. It also keeps track of the current weapon and its state, as well as current ammo for that weapon. I also created some simple, temporary menus, so we have now: Main Menu Pause Menu Level Completed Menu General bugfixing and tweaking There were a lot of code sections that had bugs or corner cases that I managed to fix or tweak so they always work as expected now. These things include weapon outlines visibility, flickering light effects and other small issues.Read full article on Community Announcements (Bancal Games)






