As a member of an elite rebel fighting force based out of City 17, you and your four comrades have found yourself in a most hopeless situation: an unstoppable horde is approaching, one that cannot be defeated even by the likes of you and your experienced team. Facing insurmountable odds and with no hope of rescue, there's only one thing you can do: hold your ground and face endless waves of enemies in a suicidal yet heroic effort to save as many future victims’ lives as possible. You will not survive.

Report article RSS Feed Contingency v0.1.0 Released

As promised, Contingency has entered public beta just in time to reign in the new year. Download the latest build and try it out for yourself today!

Posted by jamespizzurro on Dec 31st, 2011

Happy New Year, ModDB!

To celebrate, we've brought Contingency out of open alpha and into public beta, as promised. Reign in the new year and try it out for yourself; download the latest build now while it's still hot, and don't forget to join our official fan group on Steam to get all the latest information straight from the developers!

There are a total of five official servers online, three of which are hosted here in the United States (New York, Texas and California), with the other two running in the UK and Germany. If all the servers are full or, conversely, if there's no one online, feel free to create your own listen server in-game, because Contingency has been specifically designed to perform just as well in single-player situations as multiplayer ones -- we promise!

Contingency Release Screenshots Contingency Release Screenshots

Not familiar with Contingency? Here's a brief run-down of the basic gameplay:

Quote:The game is divided into a perpetuating series of two distinct parts: combat phases and interim phases. During a combat phase, players face a specified number of enemies (NPCs) of a certain type called a wave. Players have an unlimited amount of time to eradicate this wave, but if a player dies, they will not respawn until the wave is cleared. If the wave is defeated and at least one player remains, an interim phase begins, and for a relatively short period of time, all players are safe from harm and are free to refine their strategy in preparation for the next wave. Afterwards, another combat phase begins, spawning an even more deadly wave of enemies, and so the cycle continues with ever-increasing difficulty until all players have been eliminated.

In other words, it's a five-player game of survival; see how many waves of headcrabs, zombies, antlions, and Combine you can clear before your team succumbs to the sheer number of enemies raining down upon you. In addition to the twist of being based in the Half-Life 2 universe, you receive credits for each enemy you kill, which can be used to spawn both stationary and movable props to aid you in your futile venture. This, combined with our custom loadout system and specialized equipment such as the portable health kit and deployable turret, make Contingency a unique, worthwhile experience. But why take our word for it when you can try it for yourself right now?!

Haven't convinced you yet? Don't like words? More of a visual learner? Don't worry, we've got you covered with our release trailer and screenshots (these are all slightly out-of-date, sorry!):

Contingency Release Screenshots Contingency Release Screenshots Contingency Release Screenshots Contingency Release Screenshots Contingency Release Screenshots Contingency Release Screenshots

Interested but want to learn more? Check out our main ModDB page as well as our page on the Valve Developer Community wiki for more information. There's plenty there for those of you who really want to do some investigating before trying the mod out for yourself. You can be sure we'll be adding more details on both pages over time too.

That's all we've got for now. Please join our official Contingency fan group on Steam and download your copy of Contingency straight away, and be sure to let us know what you think on our forums on our official Agent Red Productions website. Given we're now in public beta, your feedback is extremely important to us. Anyhow, see you in-game!


James Pizzurro

Lead Developer of Contingency
Co-founder of Agent Red Productions

Post comment Comments
jamespizzurro Author
jamespizzurro Dec 31 2011 says:

The downloads have yet to be authenticated here on ModDB. In the meantime, please use the following mirrors if you feel comfortable doing so:

Automated Installer:
Compressed Archive:

+2 votes   reply to comment
jamespizzurro Author
jamespizzurro Dec 31 2011 replied:

Downloads authenticated. Feel free to continue using the mirrors above if you wish.

+1 vote   reply to comment
HEVcrab Jan 1 2012 replied:

Congratulations on the release!

+3 votes     reply to comment
wezsel11 Jan 1 2012 says:

Pendulum - The Tempest

+2 votes     reply to comment
cW#Ravenblood Jan 1 2012 says:

Nice, need to check that out!

+2 votes     reply to comment
Sarathstra Jan 1 2012 says:

Looking very nice, Been waiting to try out a new Surivial mod :> Will follow up with what it's like after i've played it.

+2 votes     reply to comment
MARiN3 Jan 1 2012 says:

first time i heard of this mod, but tracking and downloading it now :-)

+2 votes     reply to comment
ZecChelovek Jan 2 2012 says:

Okay, just played me a few rounds and have some suggestions.

-Weapons costing credits to unlock.
I don't mean buy an AR2, and once you die you'd have to buy it again. I mean you pay maybe 15 credits for it, and bam you can select it whenever you want for the duration of the map. It's pretty easy to garner credits, just kill loads of enemies and the mod doesn't lack that.
-Have combine shoot while they run.
I'm not sure if this is a bug, but a lot of combine just kinda ran up towards us players and didn't shoot until they came to a stop. Made em' easy kills.
-Mix up waves
Have a wave where the players would fight zombies/antlions at the same time, or combine/headcrabs, etc. There must be a way to make it so they recognize each other as allies.

Can't think of anything else at the moment, and yeah I liked it! Had some good fun, gonna fire it up again right now.

+1 vote     reply to comment
the*Joker Creator
the*Joker Jan 2 2012 replied:

1) For the weapons costing credits to unlock, that actually isn't a bad suggestion. But the reason they are all unlocked in the first place is to encourage the team to work together. If the team was stuck with all the same weapons, there is no coordination as to what the team needs(an Engineer, or a Medic). Allowing players to have different loadouts is essential to staying alive.

2) Thanks for reporting the bug, we'll check it out.

3) This is something we have thought about doing, and there is room for it in the future. The reason its not been implemented right now is because of AI relations. The AI and who they attack/don't attack is in their code. Sure, we could change that, but that would mean altering the code of the NPCs(which can be a bit difficult). You can however make them recognize other NPCs as allies through the Source engine's map editor, but this is handled on the maps side and we would be unable to do that for ALL NPCs, if any at all.

+1 vote   reply to comment
jamespizzurro Author
jamespizzurro Jan 2 2012 replied:

Just to supplement theJoker's response: we are still working out what else we'd like players to be able to use credits towards. Purchasable weapons has been suggested in the past, and while we've strayed away from it for the very reasons theJoker mentioned, it does remain a possibility. We're always open to additional suggestions though!

+1 vote   reply to comment
HEVcrab Jan 3 2012 replied:

I don't think mixed waves make sense. All these enemy types are pairwise hostile, except for headcrabs with zombies. Antlions are just wild predators that attack any moving things except their own kind,so do the zombies behave.

+2 votes     reply to comment
jamespizzurro Author
jamespizzurro Jan 3 2012 replied:

Indeed, I agree. We are likely going to combine zombie and headcrab waves though and make some adjustments to the resulting wave to make the game more interesting. I think that's a fair compromise.

+1 vote   reply to comment
HEVcrab Jan 3 2012 replied:

Yes, uniting zombies and headcrabs the very way it was in HL2 is reasonable) The minor problem that arises is the enemy counter, but it's quite easy to deal with) I think it's reasonable to count a headcrab and a zombie under him separate NPCs.

+1 vote     reply to comment
kaytaro Jan 2 2012 says:

after the intro of the production companies logo appears it flashes black and i get engine error: Mount Filesystem (321) failed: Filesystem(860m321,0x1982fd28=,0x1982fc18) failed with error 116: cache needs repair?

+1 vote     reply to comment
jamespizzurro Author
jamespizzurro Jan 2 2012 replied:

It sounds like you don't have Source SDK Base 2007 installed, which is required to play Contingency. Please install that, then restart Steam and try again. If you have it installed already, you should try completely redownloading/reinstalling it (or at least verify the cache), launching it once, restarting Steam, then trying to launch Contingency again. If all else fails, remove the 'contingency' folder in your steamapps/sourcemods folder of your Steam installation and completely reinstall Contingency, restarting Steam afterwards.

+1 vote   reply to comment
Hendar23 Jan 2 2012 says:

Congrats of the release.

Endless waves makes the game feel a bit pointless. Why not have some kind of finale or boss fight at the end, like Killing Floor.

+1 vote     reply to comment
jamespizzurro Author
jamespizzurro Jan 2 2012 replied:

Thank you! :)

The whole idea of Contingency is that you cannot win. The game was built around this concept, so I feel it would be a bit odd to have some sort of final boss you have to kill to win the game. That said, some maps have bosses during waves to keep things interesting. While this boss system is far from complete, we do plan on expanding it in future updates (e.g. adding striders, combine helicopters, etc). Right now only the antlion guard is featured.

+1 vote   reply to comment
Stickman47 Jan 2 2012 replied:

What about like a boss every 5 rounds or 10 rounds?

+1 vote     reply to comment
jamespizzurro Author
jamespizzurro Jan 2 2012 replied:

As of right now, boss encounters (only antlion guards at the moment) may occur every x number of rounds depending on the map, where x is determined on a per-boss spawnpoint basis. This makes for a much more random experience. We could move to a more traditional boss system and very well may in the future once we have more boss NPCs to work with, but in the meantime and with only one type of boss NPC, I don't see any reason to deviate from the current system. It is a good suggestion though.

+1 vote   reply to comment
Ziggylata Jan 2 2012 says:

Important Question:
We want to make our own server and it says its a LAN server regardless of sv_lan's value. What tool might we use to create a dedicated server?

+2 votes     reply to comment
jamespizzurro Author
jamespizzurro Jan 2 2012 replied:

If you're looking to setup your own dedicated server for Contingency, I would highly recommend following this guide:

One thing to note: when you get to step 2, "Downloading the files", use the following console command instead of the one they provide you:

hldsupdatetool -command update -game orangebox -dir C:\srcds

After you've done that and all the files have been downloaded, extract a fresh Contingency v0.1.0 installation -- ideally from the compressed archive version available to download here on ModDB -- to your C:/srcds/orangebox folder. You can then adjust any of the settings in C:/srcds/orangebox/contingency/cfg/server.cfg as you see fit, or leave everything at their default settings (I would recommend changing the default server name though).

If you don't know how to get the server running at this point, I can link you to a few more guides, just let me know. Hope you get your server online! =)

+1 vote   reply to comment
Spartan777 Jan 3 2012 says:

Nice idea for a game. I loved the Nazi zombie mode on COD. A couple of issues though. Firstly I logged on to the server early last night and I was the only one there ; (. I played with AI asssistance anyway and I was enjoying myself until I got completly stuck on the planks leading up to what looked like a raised walkway. The level was bunker I believe.

+2 votes     reply to comment
jamespizzurro Author
jamespizzurro Jan 3 2012 replied:

I'll get to fixing that issue right away. Thanks for the report and I'm glad to hear you are enjoying the mod! =)

+1 vote   reply to comment
PhyOS Jan 3 2012 says:

I hadn't heard of this mod until now that it's been featured. I finished reading the description, and it was insta-download.

+2 votes     reply to comment
Prototype458 Jan 3 2012 says:

at the last seconds of the video there should have been a booom like that guy was a suicide bomber XD

+1 vote     reply to comment
ice_trey Jan 3 2012 says:

if i was a hl2 player id deff try this :p

+2 votes     reply to comment
Donlan Jan 3 2012 says:

Played this for a good few hours the other day, you guys are doing a fine job so far. I've encountered a few minor problems but nothing game-play harming.
Keep up the work guys!

+2 votes     reply to comment
levan563 Jan 4 2012 says:

yeah,good job =)

+2 votes     reply to comment
chrisc44890 Jan 4 2012 says:

this looks great, do we need HL2 or any of the episodes? because i have the source SDKs fro TF2 CS:S L4D2 and i own Portal ( i got it while it was free) but none of the HLs would tht be a problem?

+1 vote     reply to comment
jamespizzurro Author
jamespizzurro Jan 4 2012 replied:

All you should need is Source SDK Base 2007 installed via Steam, so it sounds like you're in good shape. Give it a go and let me know if you run into any issues.

+1 vote   reply to comment
hazzens Jan 4 2012 says:

Hey, thanks for the effort ye put into making this. Found this very fun.

Just some feedback on possible improvements.

1) Levels can be a bit dark.. it might be the theme but it can be a bit 2 much!

2) Many times I set up barricades in a house or room or whatever, and the npcs spawn but don't actually come looking for me. This forces me to blow up my barricade just to go hunt them .

3) Definitely need to add some more weapons! Yes I know this is first release so we be patient, but hope it's in the pipeline! :)

4) *Bug*? sittin on cars u can avoid a lot of hits from the sand bugs and head crabs ?

5) On the rounds where its just things like crabs and zombies.. spawn double what u are spawning ! need to feel overwhelmed and obliged to build barricades!

only played half an hour, first thoughts..really good fun, has great potential. Gonna keep playing :)

+2 votes     reply to comment
jamespizzurro Author
jamespizzurro Jan 4 2012 replied:

Some maps are darker than others. We're trying to get a variety of environments in the mod to keep things interesting since the gameplay is largely the same map-to-map. Use your flashlight! =P

In the next update, all NPCs should come looking for players and break down spawned props. This was a bit of an oversight on my part, but I'm pretty sure I've corrected this issue going forward.

I'm going to try my best to include at least one new weapon in every update, the first of which should come this weekend, so don't worry, I know! We do want to focus on improving our current maps and adding new ones though, so that comes first.

Not all NPCs can navigate all terrain/obstacles, but that's okay, because a vast majority of the time what works against one wave won't work against others (e.g. standing on that car might save you from zombies, but headcrabs will still jump at you and you're still susceptible to being shot by a Combine soldier or hacked apart by a manhack).

Don't worry, I have greatly reduced the number of NPCs spawned overall per wave for the next update so that everyone should progress much further in the game while still keeping things exciting. Do let me know what you think after you've had a chance to try the updated version though. It should come out sometime this weekend.

Thanks for your comments/suggestions! They are greatly appreciated.

+1 vote   reply to comment
Blur. Jan 5 2012 says:

I'm speechless.

+2 votes     reply to comment
hazzens Jan 5 2012 says:

Definitely will get back to you after the next patch! Thanks for the reply, that all sounds great!

Yeah the combine waves can be tough as they have range, they don't really come to you then just shoot you from a far. A lot of times they are so far away it's hard to see them haha.

With the melee npcs, that have to come right over to you to do damage, I hope their waves are made slightly larger because that's fun ! Thats when the cades make all the difference! :D Ill spread the word about this mod anyways :) Thanks

+2 votes     reply to comment
hazzens Jan 5 2012 says:

Ah I just played Ravine ! I see what you mean, nice n bright ! :D

+2 votes     reply to comment
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