• Register
mainCapsuleImage




Demons with Shotguns is a fast paced local multiplayer arena shooter where you battle for the souls of your friends! Armed with a powerful shotgun, bullet deflecting shield and explosive holy water, 2-4 players will battle it out in 7 game modes across 40 interactive arenas.

Local Multiplayer Shooter Action for 2-4 Players

  • Fast paced, twitch style, arena shooting action!
  • Play as the faithless Preacher, the desperate Demon, the Heavenless Angel, the peace keeping Nun or even Death himself.
  • Double jump to reach high platforms.
  • Master shotgun jumping to create shortcuts and reach otherwise unreachable areas.
  • Dash to dodge bullets, close the gap between your opponent or make an escape.

Multiple Game Modes

  • Choose from multiple game modes, including free-for-all or team based modes.
  • Classic Deathmatch, where the player with the most frags wins.
  • Soul Reaping, where each player fights to increase their pool of souls by draining other players of theirs.
  • Capture the Soul, a variant on classic capture the flag where players fight for control of the single soul in order to capture it.
  • Last Soul Standing, where players have only one life and fight in round based combat.

Multiple Arenas & Environments

  • Battle it out in 4 different environments, with 10 levels each, featuring unique environmental hazards and mechanics.
  • Fight at Death's Cemetery and uncover each labyrinth's hidden passages and secret hideaways while avoiding booby traps.
  • Square off in the abstract and bizarre caves of Hell, using portals to traverse levels while avoiding lava pits.
  • Showdown on the rooftops of a mega city.
  • Confess your sins, then commit a bunch more before the church altar.

Tarot Cards

  • Pick up randomly dropped tarot cards that can either bring you good luck in the form of a temporary power-up, or misfortune as a temporary power-down. With 10 tarot cards available, you'll never know which card you'll draw.
  • Hope for tarot cards that give you the ability to perform instagib shots, invincibility or increased running speed.
  • Fear the tarot cards that'll drain your health, snare your movement or bring about the apocalypse!

Master Your Shield

  • Use your shield to deflect shotgun blasts back at your opponent.
  • Charge up a fatal melee attack and perform a gruesome shield bash dash.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

The Devil Takes Many Forms

News

It's been awhile since I provided a development update here! Apologies for that, but let's make that right and review what's changed and what's in the pipeline.

Since the last update, I've pushed out several new builds on Steam. On the performance front, I completely changed the lighting system. Previous builds used per-pixel lighting for all in-game lights. While this provided the best lighting quality, it also provided the worst performance. Even on my machine with a 970 GTX, I frequently was experiencing frame rate dips into the 30s when many lights were present in the scene.

Thus, all lights have been changed to vertex rendering mode, which drastically increases lighting performance (by reducing draw calls) at the cost of reducing lighting quality, which I feel most people won’t even notice. I strongly feel maintaining 60 FPS is a much higher priority in a twitch based game like this.

Steam achievements and leaderboards have also been added; there are currently 16 achievements total.

I've also started working on the final boss battle for the End of Times game mode. This is what I originally had planned for it.

As you can see, it originally involved a giant bad guy with big swords. To animate him, I decided to take a different approach then all the other sprites in the game, which were done via frame animation (think a flipbook of still images played back really fast to give the illusion of movement).

Instead, I decided to do skeleton animation, using the excellent Spine software. Given the large size of the boss, this allows me to create new animations without having to pixel them by hand, which is extremely labor intensive. Instead, I can rig together all of the limbs of the boss and create animations by moving each limb (connected together via a skeleton of bones), frame by frame.

Here's an attack animation being created in Spine.

But, this boss idea was ultimately scrapped. As I continued to develop it, I quickly came to realize the boss battle was falling into all of the bad boss battle tropes. Things like inverting spatial control by having the boss attack from behind, suddenly introducing all new game rules and being overly bullet spongy. Mainly though, the boss battle wasn't testing all of the skills and mechanics the player spent all this time learning and mastering.

That's why I decided to scrap the original idea completely and come up with something new. The boss battle is now being designed to almost feel like a bot Versus match. The boss will attack, and most importantly defend itself, in the same ways that the player can. This is forcing the player to really master his shotgun & melee attacks, shield blocking and quick movement to avoid attacks.

Here is some new concept art for the new boss. The Devil takes many forms!

Here's a sneak peak of what he looks like in-game.

All new boss artwork credit goes to Mike Stanton.

So that's where I'm at now. The boss battle is nearly fully implemented and ready to playtest for balancing and tweaking. It won't be long before I'm ready to announce a date in which the game leaves Early Access!

And here's a overall summary of all of the other miscellaneous changes made since December.

End of Times

  • With the exception of the Hellhound and Bloody Mary, the player will no longer be instantly killed upon touching an enemy. Instead, they’ll be pushed back slightly
  • Rocket Nomed now walks, albeit slowly
  • Rocket Nomed health has been slightly reduced
  • Nomed jumping animation has been improved
  • The time from when an enemy portal appears and when a enemy actually spawns has been increased
  • Better difficulty select menu

General

  • Various improvements and bug fixes to multiple arena layouts
  • Souls will stay within arena space better
  • Removed Golden Cross object from Church arenas
  • Added last, missing announcer voice overs
  • Background tiles in Hell arenas polished and improved
Souls, Rain, Devils & 1UPs

Souls, Rain, Devils & 1UPs

News 1 comment

Build 0.2.6 is now available, featuring lots of polish and a new 1UP system in End of Times.

Finding Purpose in War

Finding Purpose in War

News

Even enemies need a goal to stride towards. See how enemy AI is improving in Demons with Shotguns.

Better Gibs & Gluttonous Enemies

Better Gibs & Gluttonous Enemies

News

A new enemy was added to the End of Times game mode, along with some improvements to the gibs system and readability in the Hell arenas.

End of Times

End of Times

News

We've been making great progress on Demons with Shotguns singleplayer mode, End of Times! See the new enemy types.

Post comment Comments
INtense! Staff
INtense! - - 4,100 comments

Any chance on the XBOX One and uploading the demo here? Will give it a lot of coverage

Reply Good karma+1 vote
MadballNeek Creator
MadballNeek - - 12 comments

Thanks! An Xbox One port is coming, but not this year. Once the game is out of Early Access on Steam (and thus finished), I'll be starting the console ports. I suspect Q1 2016 for those.

I haven't thought about putting together a demo build. I'm definitely going to consider it though now.

Reply Good karma+1 vote
INtense! Staff
INtense! - - 4,100 comments

great - keep us informed look forward to your updates

Reply Good karma+1 vote
TelefragEnt
TelefragEnt - - 3 comments

Really enjoyed this at PAX East, lots of fun. The slow time effect might have been a bit heavy at times, but overall it was a blast.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,957 comments

This comment is currently awaiting admin approval, join now to view.

CrackerJackGames
CrackerJackGames - - 4 comments

Awesome game. Simple concept and it is rare to see local multiplayer games in 2014(2015). I had a lot of fun with the demo. The statistics at the end of the match are a bit hard to read though. Also it would be nice if the game supported controllers that shorted out because your kids are really hard on controllers and I threw it in the trash. Other than that; great job, Mindshaft Games! I will be keeping an eye on this one. 'Watching it' you might say...

Reply Good karma Bad karma+1 vote
MadballNeek Creator
MadballNeek - - 12 comments

Thanks for checking out the demo and for the feedback! I agree that the end match stats are hard to read. Redoing them is definitely on the todo list.

Reply Good karma+1 vote
valcan_s
valcan_s - - 88 comments

Looking really good man, congrats, it has come a long way \m/ , awesome.

Reply Good karma Bad karma+1 vote
SumitDas
SumitDas - - 21 comments

Is there a demo yet. The game looks great

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,957 comments

LOVE THIS GAME WAY TO GO!!!!

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X