Pro
Browse
Random
Platforms
Games
Companies
People
Groups
Genres
Attributes
Critics
This Day
Stats
Contribute
Most Wanted
Missing Games
Add Game
Instructions
Standards
Style Guide
Community
Contributors
Forums
Reviews
Discord
Twitter
Moby Merch
Login
Login
Register
🕹️
Enjoy your favorite Atari 2600 and 7800 games on one system, the Atari 2600+
Radix: Beyond the Void
aka:
Radix: Into The Void
Moby ID: 932
Overview
Credits
Reviews
Covers
Screenshots
Videos
Promos
Trivia
Releases
Specs
IP
Prices
Forum
Contribute
DOS screenshots
Title screen
Difficulty select
Mission briefing
Player stats
Going down a watery tunnel.
Colliding with the walls naturally causes damage.
Entering a space station.
Mission objectives
Watch your back!
The layout of this room is a reference to the first level in the shareware episode of Doom.
Some of the levels were redesigned or even replaced between v1.0 and v1.1 of the game. Here's the starting area of Episode 1 Mission 1 in v1.0.
And this is the start of Episode 1 Mission 1 in v1.1. Also notice that the crosshair is now green unless an enemy is targeted.
The start of Episode 1 Mission 2 (v1.0).
In v1.1, Episode 1 Mission 2 is completely different.
The save/load game menu displays snapshots of the game screen for each saved game.
Sneaking up at alien robotic guards.
The Theta-2 colony entrance (v1.0). This area is much closer to the level start in v1.1.
End-level tally screen.
During mission briefings, you are not only provided with a complete map of the level, but also with descriptions of enemies and weapons, and other useful hints.
Construction machinery that was left in the colony (v1.0).
An underground cave full of robots (v1.0).
In-game help screen (v1.1).
Simplified HUD view (v1.1).
Chase plane view with minimized HUD (v1.1).
Main menu (shareware version).
Episode selection screen. Only the first episode is available in the shareware version of the game.
The Plasma Spreader fires projectiles that can bounce off walls, able to hit multiple enemies at a great distance - or even around the corners.
The automap works like in any other FPS game, providing a schematic representation of all explored areas within a level. Secret doors can sometimes be spotted on the automap as well.
Are we missing some important screenshots?
Contribute
.