With the same basic controls as the classic Asteroids®, you must learn to navigate and fight with inertia ever present. Solaroids is not a game for the twin-stick junkie. You’ll need to evolve or perish trying. Take complete control of your vessel, amass advanced weaponry, and take back the stars…


    • Classic Asteroids® game play
    • Huge wrapping arena
    • Power-ups and new threats unlocked throughout the levels
    • Various bosses
    • Customize player ship colors
    • Damage system
    • Forward and reverse thrusters
    • Progressive difficulty
    • Continuous leveling
    • Up to 4 local players
      • Join at any time
      • Unlimited credits
      • Cooperative or not - you decide
    • Supports common controllers:
      • Xbox 360/One
      • Dualshock 3/4
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Solaroids has a large playing area, and as such it is easy to lose track of your friends when trying to coordinate an attack on the more difficult bosses or for those times when your “friends” have gone rogue and they need a little justified payback.

When bosses first enter the playing area, often it isn’t till they are on screen, or you start seeing a barrage of incoming missiles headed your way, that you realize where they are attacking from. While sometimes the surprise is warranted, with a resulting spike in adrenaline as you attempt to quickly maneuver to evade sudden destruction, sometime it just feels unfair, and a way to anticipate the interaction better would really streamline things.

I’ve had it on my radar, so to speak, for some time to create a basic way to indicate player positions and other threats or items of interest. It is the current #1 requested game feature that comes up during local multiplayer sessions.

So, without further ado I introduce the new Player Reticle feature. Currently, a Player Reticle will show three types of information:

First, small triangles arranged around your ship indicate the direction to distant players using their respective colors. The current orientation of the other players are also show, as well as relative distance indicated by size. As another player gets close enough to come into view, the indicator fades out.

Demonstration of Player Reticle when tracking other local players.

Second, the locations of active enemies are similarly indicated with small red squares.

Finally, enemy missiles that are currently locked onto you are indicated with smaller red triangles, and the reticle ring will change to red to indicate the incoming threat.

Demonstration of Player Reticle for tracking enemies and detecting incoming missiles.

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Solaroids: Prologue
Windows, Mac, Linux, X360
Developer & Publisher
DynF/X Digital
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Dec 10 2017

RT @ChadCYates: The #HolidayParty for work this year was gaming themed. The committee was kind enough to let me put #retroT.co

Dec 10 2017

RT @ChadCYates: My #localmultiplayer #shootemup #indiegame @Solaroids. This is 1-minute of “Free Play” mode chaos with my kids. T.co

Dec 10 2017

RT @Solaroids: Thinking about the original #Asteroids by #Atari released November 1979. My creator was 7. En.m.wikipedia.org(arcade_game)?wprov=sfti1https://en.m.wikipedia.org/wiki/Asteroids_(arcade_game)?wprov=sfti1… T.co

Dec 10 2017

RT @Solaroids: Softpedia review of #indiegame #shmup Solaroids: Prologue V1.1.0 #demo. Games.softpedia.com T.co

Dec 10 2017

RT @Solaroids: All 200 Leaderboard slots are full... No longer can you just play to reserve a spot. You actually have to try!… T.co

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RT @ChadCYates: A black hole from which there is no return... for a belated #screenshotsaturday #indiegame #indiegamedev #BlackHoles T.co

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RT @thewritegamers: We got to level nine in #indiegame @Solaroids - next stop, level 20! Store.steampowered.com T.co

Dec 10 2017

RT @ChadCYates: So last weekend I had one of those what-the-heck, I’ve invented #AI? moments. #indiedevhour #indiedev #indiegamedevT.co

Dec 10 2017

RT @ChadCYates: When a 90fps bug actually makes a simple snake enemy behave... we'll almost intelligently. Let's just say it isn't… T.co

Dec 10 2017

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