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Stealth Bastard or Stealth Bastard: Tactical Espionage Arsehole is a stealth-based platformer video game by Curve Studios. It is distributed as freeware.

The objective of this game is to avoid cameras, robots, laser beams, circular saws, and other deadly obstacles in order to open up and reach each Level Goal.

The game can be found here. It comes with a level editor, and the many levels created by its community can be downloaded through the game itself. An Updated Re-release with new levels and additional perks titled Stealth Bastard Deluxe is available for purchase on Steam.

A sequel, Stealth Inc. 2: A Game of Clones, was released on the Wii U in late 2014, with releases on Steam and Playstation in Spring 2015.


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Tropes:

  • Alertness Blink: When a robot is fully alerted by the player, a ! appears. Usually accompanies a Frickin' Laser Beams and Ludicrous Gibs.
  • Boss Battle: The eighth level of each "course" adds a sentinel to the mix - an (at least in the first game) immobile giant orb with a detection radius around them. If the Player Character gets into this radius, the sentinel will know of their presence immediately and rotate to fire a high-powered laser. In the second game, another trick is added to them - they gain the ability to move on rails.
  • Boring, but Practical: Some of the gadgets in the second game.
    • The Inflate-A-Mate is essentially just a portable version of the tall pushable blocks. It has many uses in spite of its simplistic nature, though; it can weight down switches, cast shadows, crush enemies, launch you into the air, and even provide indefinite flight with the right skills.
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    • The Adventure Light is a portable light source that can activate several switches and can cast light anywhere you can throw it.
  • Confused Question Mark: Robots and cameras that noticed you when you were partly visible or just outside of their main detection range will emit an orange ? and a "boodoodoo" noise. Don't let this become Alertness Blink exclamation points.
  • Death Trap: There are a lot of traps, ranging from sawblades to lasers to bottomless pits. They're often marked with a smiley face, blood or skulls.
  • Deadpan Snarker: The text that appears goes into this territory when you do something it already told you not to do, or when you die.
  • Down in the Dumps: The fifth world of the second game is set in a robot scrapyard.
  • Energy Weapon: One of the obstacle types in the game. Enemies also fire these.
  • Exact Words: Hold still, the claw isn't going to harm you. The laser beam, however...
  • Faux Affably Evil: Malcolm in the second game. During the fourth world, he starts acting friendly and claiming he's trying to free you from the testing chambers, after having spent the first worlds being a condescending and sarcastic dick. Then after you get the Adventure Light outside of the chambers, he sics dozens of robots on you, and reveals his sadist side in the next world.
  • Force-Field Door: Containment fields, to be precise. These only block you out, but robots and gadgets can pass through safely.
  • Glowing Eyes: The main character has these. The eyes are either green, orange, or red, depending on how visible he is to enemies.
  • The Ghost: The projection texts in the first game. You never really find out who is making them; only that it is a PTi Industries worker overseeing your test and that it may also be a clone since it remarks at one point it "used to do your job". The second game gives a name and identity to the one behind (most of) the texts: An overachieving employee named Malcolm Alderman, who put you into the tests as a last-second attempt to increase his QC score.
  • Glowing Mechanical Eyes: The robots and the pushable weights have these.
  • Helpful Mook: Some of the robots help to hold down buttons or block laser beams.
  • Level Editor: Comes with the game. Has resulted in several hundred user-generated levels, and counting.
  • Level Goal: The door at the end, accessed through your skills and items and opened by hacking every terminal in the level.
  • Ludicrous Gibs: When your clone dies, it explodes into blood and guts.
  • Malevolent Architecture: Who builds laser beams, crushing blocks, and switches all over the building?
  • Mega-Corp: PTi Industries, the company putting the clone through these deadly tests.
  • Mission-Pack Sequel: The second game's base controls and style are almost identical to the first game, but lots of new things are introduced to provide a new experience. The game now has a story that unfolds within the test chambers and the newly-introduced overworld, the gadgets have gone from bonus items usable only on level replays to tools mandatory to complete the stages, and there are collectible outfits that you can use to customize your clone.
  • No Name Given: The player character is only one unnamed clone out of many. They're regarded as so expendable it's not even established that you're playing as one particular clone since every one of your kind is being put through the same test as you.
    • The second game sets it up so that it's one particular clone you're playing as (marked, once you get a certain item, with a red armband); though in cutscenes, there's usually a large number of support clones with him.
  • Nostalgia Level: At the beginning of the second game, you play through the first stage of the first game — that is, until a complete system shutdown. Then you (and a bunch of other clones) try to escape instead. Once you actually start the real first level, it's the same level, and you have to go and hack the terminal on the right. After you do that though, don't go to the left, because a laser will appear and kill you if you do that. You have to play a bit more level before it actually ends.
  • One-Hit Kill: Everything will inflict this on the Player Character. Since the different ways in which the character can die are quite obviously lethal (high-powered laser beams, falling/jumping into buzzsaws, getting crushed...), it's pretty reasonable.
  • Pressure Plate: Common puzzle elements. Weighed down by robots, blocks, and the player.
  • Recoil Boost: In 3-4 of the second game, you're introduced to special laser charger stations that allow controlled robots to be boosted by their lasers.
  • Red Eyes, Take Warning: Enemies which notice the player have red eyes.
  • Sadist: Malcolm reveals his true colors in the Scrapyard world of the second game, openly talking about how he's recording all your deaths (of both you and any clones made with the Me Too) for repeat viewing, regularly taunting you, and wishing he could put you through these Death Course tests forever.
  • Sequence Breaking: With the equipment. There is a reason why leaderboards are separated into regular records and records achieved with equipment.
  • Shoot the Shaggy Dog: In the first game, when you make it to the end of all 80 levels, you're treated to a grim (yet darkly humorous) ending that emphasizes that everything you've done is completely pointless. As a fresh human clone, you work your way through the complex of a huge corporation, dodging death at every turn. A sinister observer notes your progress and both encourages and goads you. The game keeps the pretense of a reward for your character up until right at the end, at which point you are senselessly executed moments after a machine delicately retrieves your Stealth Goggles....which are then revealed to be the company's latest product given away free with fast food meals. That's right — you died alongside thousands of other clones in order to safety-test a toy! Worse still, company memos make mention of "clone meat" and "Clone Juice" ads appear in-game, suggesting the burgers and soda that come with the new goggles may not be the standard beef and carbonated beverage after all...
  • Sink-or-Swim Mentor: The projections.
  • Smug Snake: Malcolm in A Game of Clones, when you discover the Clone Dungeon. He eagerly talks about how this is your fate, being imprisoned beneath PTi Industries for life.
  • Sudden Name Change: For the HD releases of the game on the PS3 and Vita, the game is renamed as Stealth Inc.: A Clone in the Dark, for obvious reasons.
  • Teleportation Tropes
    • Teleportation: One of the gadgets is a set of two teleporters that you can throw. You have the option of using one or both of them, and will frequently need to make use of both of these methods to progress. When one teleporter is active, you can warp to it at any time with the use gadget button. When both are active, you have to stand on one of the teleporters to warp to the other one.
    • Swap Teleportation: When only one Teleporter is active, you can use it in this fashion. If there's an enemy or object on the teleporter, activating it will warp you to where they were, while putting them where you were.
  • This Is Gonna Suck: Upon your discovery of the Teleporters gadget in the last world of the second game, all Malcolm can say is "oh great".
  • [Verb] This!: Malcolm in the sequel tells you "Defy this" in 3-2 before dropping you into a room with homing mines.
  • Villainous Breakdown: In A Game of Clones, Malcolm begins the final world acting incredibly smug, but quickly drops it as you not only refuse to die, but free multitudes of the clones imprisoned in PTi's dungeon. What starts as taunting and jeering becomes anger as you deftly dodge every obstacle, then bargaining as he fears for the loss of his job, then begging you to stop while wondering if you're a manifestation of God. By the time you're en route to the final test chamber, Malcolm is practically facerolling his keyboard, screaming and sending random strings of letters, numbers and symbols through the projector. Additionally, after you brave the last test chamber, Malcolm can be found whimpering on the floor of his control room - right before the clones swarm him and throw him into the "intro" test chamber before escaping from the building.

Alternative Title(s): Stealth Inc, Stealth Bastard Deluxe

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