Critical Point: Incursion is a standalone game created with Epic Games' Unreal Development Kit. Incursion is a semi-realistic, arcade-like first-person shooter combining tactical gameplay with arcade-style speed.Utilising a wide variety of modern weaponry and set in fantastically rendered locations, the Mercenaries and Special Forces meet at a critical point! In a rush-based mode as seen in first-person shooters such as CoD4, Battlefield 3, Counter Strike and TO:AoT, teams are given level-specific objectives in round-based scenarios! CP:I is aimed at a large player base, offering a huge platform for competitive clan and league play, allowing individuals to shine and capture their glory regardless of how many hours they have played. It accentuates skill vs luck, aiming vs spraying, etc. We differ from the competition by having no unlockables, no RPG's, claymores, tanks, jets or other vehicles. Just PURE infantry combat action!!

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European Male Merc Captain character SWAT Lieutenant (Lowpoly wip)
Blog RSS Feed Report abuse Latest News: April 2014 Development News

0 comments by a2ny on Apr 6th, 2014

Dominating Studios
presents you...

Hey everyone,

time flies so quickly - our heads are down and despite the quietness we are busy working away internally. We have numerous things bubbling away simultaneously, whilst the developers are hard at work, to this extend we want to give you a little insider of what's going on:


+ added sounds to various actions, such as throwing weapons, picking up etc.
+ added new impact sounds to different material surfaces, including water
+ implemented a "player hit" sound, so the user gets feedback when his shots made contact
+ revamped the whole buy menu UI, more sharper and clearer
+ changed how the buymenu purchasing system works, allowing the player to upgrade "used" armour. As well as selling and buying new armour.
+ added a new "rescue hostage" zone and UI icon
+ added the AK47 in-game and is fully coded and animated
+ added a new version of our "death cam" that plays when you are killed - still WIP
 + updated our Player Replication Info system to store and save other details when the player leaves the server, as well as remembering their details when they change to spectator and return to game within the same map.
+ we implemented a custom map-loader image which is displayed on our welcome objective and in our map browser. This is localised to allow custom maps and images to be used by the community at ease.
+ new hackable actor created for our objective, that is now far more intuitive to allow level designers to select a staticmesh which the player must "look" at
+ made the "buy menu" have a disabled state when the player does not have enough funds

TOP-Proto took on a huge task to replicate our player movement, weapon firing and animations to Spectators, despite still being WIP it is suffice to say, he has achieved this brilliantly. 

+ spectators are now able to follow players and see their cursor, weapon animations, switching and effects
+ all player HUD elements such as ammo, clips and HUD icons are also replicated

We have still quite a bit to do to smoothen out the transitions and increase the update velocity. 
Replicating all of this actually revealed many underlying issues (de-syncing of hands/arms/weapon on client and servers that was never really noticeable before).


Alongside our code development, we continue to push further asset creation across the board, specifically for new characters as we want to introduce more variety and customisation down the line. Here is just some of the work on-going, which we are down right horny about!

European Merc MaleSculpted by Diego TeranTextured by Nakshatra “Naky" Solanki


+ fixed a bug where our player would get stuck in "walk" mode after dying
+ fixed an issue with the water volume
+ fixed an issue not being able to change player name/clan tag online whilst steam was running
+ fixed many spectator issues and errors arising from our camera class
+ fixed a bug where the bomb planting timer UI was stuck on screen when killled doing the objective
+ fixed a horrible bug that took ages to nail.. our hostages were out of sync on clients, depending on the player state and when you joined the round
+ fixed our whole objective ICON UI, so they now show up and hide away when you go in and out of the zones
+ fixed issue of the weapon icons not updating when spectating another player
+ fixed issue of our pause menu (ESC) getting stuck in an online game in some circumstances
+ decided we do not want players to view hostages in spectator mode and now "skip" them
+ fixed several issues with BOTS, such as not using correct skins depending on the team, not updating score/player count and also making them wait in the "buytime"
+ we altered and updated several steam calls/functions on UpdateAdvertisementForPlayerInfo to ensure the server browser has the right stats and details
+ bomb planting sounds are now played online to all clients properly
+ added failsafes to try and nail an issue with our "tooltip" text showing up during map change and on the main menu
+ fixed an issue with the player shadow remaining after they have escaped (ghost player)
+ fixed player blood pools (trails of blood left when hurt) not being spawned in the correct location and not showing up on all surfaces
+ flashlight fixed and is fully replicated online and smooth as a babies bum
+ wweaks to the spectator camera rotation made to try and smoothen out the movement
+ found that our player models were never bending up or down - now fixed
+ added several DEV commands to help us test at ease, such as GODlike, givehealth, givearmour, traceweapon, weaponstats UI etc

Please continue following us, we are very grateful for your long-withstanding support and you're waiting will be worthwhile!
Got talent? what to join our international team and help finish this game ?Come visit us at our home page and click APPLY to join

Your CPi Team


All the best
Your Critical Point Team

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Post comment Comments  (40 - 50 of 343)
cinco Mar 9 2012, 2:06pm says:

"semi-realistic, arcade-like"

lol, oxymoron alert.

anyone who can't handle plain tactical, realistic shooters and requires "fast paced" add action is a moron.

0 votes     reply to comment
a2ny Mar 8 2012, 4:45pm says:

Dear Fans,

Due to a restructure of our team and change of brand we are no longer known as Tactical Assault. Dominating Studios is thrilled to present you Critical Point: Incursion.

This moddb page will remain the same, as you can see the link has changed (direct URL).

You can visit our new project homesite over at
For all the latest updates regards to our Studio development, twitter and facebook check us out over at

The old tactical-assault domain and brand will be kept alive and managed by Stud in a frozen state, so all links to peoples portfolio work is unaffected and the forum posts are untouched as a constant mark of our historical past.

We thank you for your understanding and continuous support.

Best regards

Your Critical Point Team

+3 votes     reply to comment
a2ny Nov 21 2011, 7:19pm says:

So folks, November 2011 media release is now live!

We hope you enjoy it and we look forward to your feedback and general comments. come join us over on our forums for more discussions too

Matt "aRny" Murdoch

+2 votes     reply to comment
thewonderboy Nov 1 2011, 3:14pm says:

I was wondering are you adding any respawn based modes at some point after beta release (or release in general)

I mean, round based modes are very exciting (like bomb) but after hour or two its getting stale, some days they arent even apealing, while in next day they are.

TDM, CTF ? Something ?

+4 votes     reply to comment
|KILroy| Dec 4 2011, 1:51am replied:

I agree with this, but glad to know it's at least being discussed. Seeing some awesome progress here.

+2 votes     reply to comment
a2ny Nov 10 2011, 9:14am replied:

They will be certainly considered, it wont make the first few releases but its been internally discussed aswell as other modes to keep fresh ideas coming in and people interested.


+2 votes     reply to comment
a2ny Oct 6 2011, 7:32pm says:

Oct 2011 media release pending fans! Shiny release of our UDK rendered weapons :)

For a first time glimpse, all of our weapons, levels and characters can be seen on our new website layout design, link:

have fun!

+2 votes     reply to comment
Metal-Payne Sep 5 2011, 7:26pm says:

This looks gorgeous, are you the people who made the orignal game or no? Either way it looks like you have great expirence in development.

+3 votes     reply to comment
a2ny Oct 5 2011, 4:35pm replied:

Hi MetalstormX, thanks for the kind words. No we are not the original makers, just fanatic fans that played the original SWAT/ Tactical Operations/ AOT version since the beginning (some of us for more than 10 years) and others that were later taken onboard with specific and needed skills to boost the production.

+2 votes     reply to comment
L3d Sep 27 2011, 6:41am replied:

do u mean the cd version or the one on modsquad xD

+2 votes     reply to comment
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Critical Point: Incursion
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