Satellite Rush - Sci-Fi Roguelike Shooter
Satellite Rush - Sci-Fi Roguelike Shooter
DEMO AVAILABLE for PC, Mac & Linux. A tough pixel art roguelike shooter! Smash TV and Binding of Isaac with a Douglas Adams flavor.
DEMO AVAILABLE for PC, Mac & Linux. A tough pixel art roguelike shooter! Smash TV and Binding of Isaac with a Douglas Adams flavor. Read more
Satellite Rush is a sci-fi top-down shooter with pixel art graphics and Roguelike elements.
Take control of an abducted office worker and blast through Satellite Moebius, an intergalactic space arena filled with vicious aliens, robots programmed to clean (or kill), and a (not always so cheery) audience.
It is one part Super Smash TV, one part Binding of Isaac (Asimov?), four parts Douglas Adams, shaken - not stirred. Serve with a sci-fi imaginarium garnish.
Remember that it's a project under development, so if you have any issues running it let us know what happened.
In Satellite Rush you control an unremarkable office worker known, by the aliens at least, by the codename Egomonkey.
Egomonkey was chosen for abduction after being considered the quintessential sentient inhabitant of planet Earth - after an abducted car failed to comply with the show’s agenda - and thrown into this sick space arena called Satellite Moebius. The Satellite runs a gladiatorial arena live-show where other aliens and abductees fight for the entertainment of the galactic masses.
Egomonkey is told that the exit is at the end of the corridor, and now has to gun his way through the Satellite’s corridors to reclaim his freedom (or die and start all over again).
Here's a great gameplay video, by Randomise User:
The core of the game is progressing through the Satellite’s corridors running and shooting your way to freedom. It is infested with several alien species with the sole purpose (whether they know it or not) of stopping you, the main attraction, from getting to the end.
But Satellite Moebius is a gladiatorial arena. While you’re fighting for your life, it is also important to keep in mind that you are supposed to please the audience.
If you put up a decent show, the cheer-o-meter will start to fill and they will throw in items that can help you, but if you disappoint them by standing still during a long time or just running around, they’ll get bored and throw things at you instead, to make you stop being such a chicken.
These items can be weapons, utility or defensive gear. Mainly weapons.
Once you get through the easy part of the show, it will be time for the main attraction. For this, the Satellite's sponsors have brought in Champion Aliens.
They are the top contenders in the arena, and facing them will be no easy task.
If you manage to defeat a Champion, you have the opportunity to stop worrying about the small fries in the audience. You get to dedicate your victory to one of the Three Big Sponsors, the Galactic Clans that provide the arena with money, guns, maintenance and a steady flow of new stuff to die so that the entertaining cosmic carnage can go on.
Doing so gets you an Upgrade from that sponsor's stash, making you more powerful and ready to face future enemies.
So, in short:
- Blast through endless corridors trying to please the audience;
- Unlock new content and find the secrets of the Satellite;
- Get Upgrades by dedicating boss deaths to specific Sponsors;
- Die a lot.
Satellite Rush is Kimeric Lab’s first big game.
We started development pretty much from the team’s day one. Back then we expected it to be a smaller game, but we saw its potential and eventually decided to make it our first big step into the game developing world.
Since then the team has grown in size and experience, took part in some small projects, participated in game jams and now here we are.
While we have a playable proof of concept available so you can get a taste of Satellite Rush, it's still far from the final product. Because of this, don’t be surprised if some parts of the game mechanics come and go while we’re at it.
We want it to be nothing less than awesome :)
We have people who worked in the game industry for quite some time. From design and pixel art for games, art for TV cartoon serials (notably My Big Big Friend from Discovery Kids), music for film, theater and television, to leading the development of Critical Studios’ hit game Dungeonland. We are more than confident that we have every qualification necessary to deliver an awesome game experience.
We’re a big team for indie standards (our comings and goings aside, we’re thirteen people), and we don’t want to bore you with specifics, so unless you really want to know each one of us and see our ugly faces, you can just read the next paragraph and jump to the next section. We promise not to hold it against you.
If you’re really interested in reading our extensive team member specifications, here they go (and it’s a pleasure to meet you):
(Thank you for being so interested!)
Like a lot of indie devs, we don’t have the resources necessary to make Satellite Rush the awesome game we want it to be. Some of us have already quit day jobs to work on Satellite Rush and have been burning through personal savings for quite some time.
With your help we can get the team to work full-time in the game, set up modest office space for us to work together, pay for our expenses as we do it and get all that legal stuff out of the way so we can make an awesome game.
What we intend to add to Satellite Rush with the money?
- More aliens for you to shoot at;
- More weapons for you to shoot them with;
- More champions to kick your butt;
- More deadly furniture to make the arena more interesting;
- Events to liven up the Satellite – meteor showers, solar flares and schools of space piranhas;
- An audience with more life and personality to watch your show.
We want to make the game larger, more alive and with a bigger replay value!
The nature of our game’s procedural systems is that the more content we add, the more diverse and fun the game will get. That’s what we want! We want Satellite Rush to be a rich universe that feels alive, filled with discovery and brainless carnage.
Will you help us do it?
Here's our reward list for all you Egomonkeys who want to make all of this possible:
Risks and challenges
Satellite Rush is Kimeric Labs' first big game. When the team came together it was more of an experiment than a real thing, but we saw it's potential and decided to make it our first title.
Part of the team dropped their day jobs and started working full time on Satellite Rush for as long as we could. We've fully migrated Satellite Rush to the Unity Engine, made more robust systems to support our vision of the game and worked hard to make it feel fantastic.
We've been at it for two years now, burning through personal savings, dedicating ourselves to it's development and gaining experience to deliver the best possible game.
But our resources are running thin.
Satellite Rush is a game with a big scope, and the time and commitment we can afford right now isn't enough to make it as good as we want it to be. Without the funding, the development will be severely shortened, as we return to our day-jobs and develop on our free time, delivering a product that is below our expectations and wishes.
With your funding we'll be able to fully devote ourselves to finishing Satellite Rush as the best game it can be.
Apart from that, we're confident that we have the team and motivation necessary to overcome any difficulties that development may happen upon, like we've been doing since the beginning.
We promise Satellite Rush will be no less than awesome when we're done with it!
- (30 days)