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Stars of Icarus is a top-down Space-Shooter for Adobe Flash, focused on a deep combat system and exploration, featuring RPG elements. As you explore, you will hone your skills, learn to think on your feet, outmaneuver your enemies and upgrade your ship with newfound technology.

Players can expect:
- An open world to explore
- Deep combat with fast and agile controls
- Engaging enemies with different behaviours and weaknesses to exploit
- Tactical destruction of multi-part enemies
- Lots of Loot and Upgrades
- An interactive environment, offering multiple combat options
- Replayability through a mix of hand-crafted and cleverly randomized content
- Exciting visuals and presentation through a custom-built engine

The idea is to redefine the possible level of quality within Flash-based action games. We believe Stars of Icarus will outshine free-to-play and priced titles alike as it combines the rewarding and exciting gameplay of a dungeon crawler with the mysteries of space and the fun of agile, fast paced movement and combat.

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We're staying at the combat-end of our game for one more post and decided to go big in honor of the occasion.

Sooner or late in Stars of Icarus, the players will be making short work of the Drones, Asteroid Breakers and Fighters the enemy throws at them. When that time comes, it will be time to bring out a chess piece with the potential to completely redefine the battlefield. The frigate is that piece.


As explained in earlier updates, specific enemy types in Stars of Icarus have specific behaviours and attack patterns. Usually this means that the players need to outmanoeuvre or strike weak points. They need to stay on their toes and split up formations, followed by selective attacks. However, with player evolution comes an increasing amount of enemy resistance. Tired of being played for fools they decide to once and for all bar the players path with some of their biggest guns.


We wanted the frigate so be slow and bulky but menacing and powerful at the same time. We decided on a core structure surrounded by armor plates to enforce the strength-theme. But additionaly to looking awesome, the whole ship uses the multi-part game mechanic we introduced when we presented the Asteroid Breaker. While armor plates can take massive amounts of damage and effectivly render most attack pointless, the core is not only much more susceptible to enemy fire, but also naturally what holds the whole structure together. In short: No core, no frigate. Not much of it is exposed and unprotected, so aim carefully. However, if you do run out of patience and hammer the hull long enough, sooner or later, the plating will give way and the core will suddenly become a lot easier to target. Long endurance or clean precision, the choice is yours.


The frigate is also the first enemy to sport two different gun turrets. While one focuses on hard to avoid, low-damage suppressive fire, the other will blast players in slow intervals with a high-powered cannon that can give even the best shields a run for their money. Though dangerous and lethal, both turrets can be destroyed independently, effectively crippling the frigate's offence. This adds more of a strategic approach to the battle, where a wild charge may result in a quick and decisive defeat, but careful planning may bring you a clear victory.


There are few enemies in Stars of Icarus where our mutipart-system is this apparent and so consequently debris from the Frigate can play an important role in combat. Because of its size it may provide important cover, or potential useful gravity gun ammunition.

The frigate was designed to be two things. One: A powerful solo enemy and gatekeeper of sorts. If players come across one of these ships while having a look around, we want them to have a sensation of raised stakes and increased danger, which makes a fight more intense. Two: A fleet commander. The frigate is most powerful, when it has a bunch of quick and versatile allies to keep the player on his or her toes. This balances out it's slow movement speed and provides the opportunity to make the most of both attacks.

A wild frigate appears...

Take Cover!

It's wounded! We've got it nooOOPE!

The brute force method

There's more where this came from! Stay tuned for more updates on Facebook and Twitter!

Dev Diary #6 - The Fighter

Dev Diary #6 - The Fighter

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Drones are fine as cannon fodder. But now let's bring out the big guns: The Fighter!

Dev Diary #5 - More Physics & Game Performance

Dev Diary #5 - More Physics & Game Performance

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Dev Diary #5 is going to take a more detailed look at physics and collision detection. Check it out, cause it's awesome and has brand new gameplay footage...

Dev Diary #4 - Physics & Collision Detection

Dev Diary #4 - Physics & Collision Detection

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Dev Diary #4 is here and it’s all about Physics! This week we take a first peek under the hood of Stars of Icarus.

Dev Diary #3 - The Jump Gate

Dev Diary #3 - The Jump Gate

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Dev Diary number 3 is proud to introduce: The Jumpgate - travel between galactic sectors has never been so easy or comfortable (Peanuts not included).


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Nice looking 2d game. Keep it up!

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Can't wait to see a trailer or an open alpha or something :D

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How much will this game cost?
Looking forward to seeing some gameplay either-way.

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SomeBloke Creator

Hey, we're currently looking into a few options, but we can't say, which one we'll choose just jet. We'll keep you posted, so stay tuned!

Reply Good karma+3 votes
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