Cosmonator is an 'RPG-em-up': a hybrid of classic fast-paced top-down shmup action infused with deep character building elements. Tons of upgrades, abilities, weapons, spells, levels - and, of course, epic boss battles.
Some interesting fundamental points that we've learned while designing the RPG / shmup hybrid levels of Cosmonator!
level design notes
All things laser! Weapons, spells, abilities, you name it, Cosmonator's got it.
Looking at some of Cosmonator's explosions, spell effects, and general enemy destruction vibes
explosions / destruction effects
The ability to control time is one of many optional skillsets that Cosmonator has in his quest to take on the alien scourge. Here's a quick overview of...
time control spells
A quick look at some of Cosmonator's arsenal of defensive abilities and spells!
The enemies in Cosmonator are seriously out to destroy you. Here's a look at the various ways exactly how they're trying to achieve that.
enemy bullet patterns!
Here's a quick look at some of Cosmonator's weapons systems. The game incorporates standard 'passive' weapon / missile / sideship / drone upgrades - in...
A closer look at the gameplay mechanics governing spellcasting and the spell school system in Cosmonator, with some examples!
spells - part 2
Every shoot-em-up worth its salt has epic boss battles, and Cosmonator is no exception! The game combines RPG and shoot-em-up elements, so the bosses...
bosses! (part 1)
Cosmonator has finally left its Early Access period, and is now fully released on Steam! Here's a look at the final product, and at the most important...
Less than a week to go until our full release on Steam, and we've been working on a new gameplay trailer for Cosmonator and some snazzy new box art assets...
new gameplay trailer / box art!
An overview of some of the first basic spells that we added to Cosmonator from the outset. These are mostly staple classic 'RPG' type spells, nothing...
spells - part 1
Quick update - some new graphical features, and some cool new enemies!
cosmonator dev log # 4
Getting close now to finishing with the Early Access phase (fingers crossed)! Several new features have been added, and we're getting into the final polish...
cosmonator dev log # 3
After almost 4 months and tons of invaluable feedback from our awesome first Early Access players, we've already made several improvements and rolled...
cosmonator dev log # 2
Some of the latest segmented enemies featured in Cosmonator
Cosmonator's first week on Steam! So far, so very good!
cosmonator dev log #1
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