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Savage Vessels is a rogue-like 2D space shooter with pixel-art, physics and hard survival.

It's in development and you can wishlist it on Steam.

Within fields of asteroids and fragmented freighters you scavenge and combat against robot vessels. At the same time you have to keep away from the strange surrounding void, that swallows up smaller masses and backs away from larger ones.

With your carrier you got into this threatening area, where hyperspace reaches into our realm. In order to escape you have to determine your location repeatedly. It's rather simple: leave the carrier, visit some navpoints, land again and move on. But the robots won't let you. So you have to arm against them by gathering and crafting.

The levels consist of crafted regions, which are combined randomly. Items and enemies are also assigned randomly to certain locations. You get used to the levels, but every replay differs, so the game will be able to kill you even after 100 sessions. By the way you can look at Savage Vessels as a spiritual successor to Teleglitch.

Features

  • top down pixel-art
  • dynamic field of view
  • levels with predefined regions, combined randomly
  • crafting weapons and devices
  • inertia + collision, based on pixel shapes
  • sound with striking Doppler shift
  • hard + permadeath
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New Demo available

News

A new Demo is available. It covers the last 5 months of work.
Download on itch.io (42 MB; PC, Windows).
I picked some improvements, which I want to show you here.

1. Flotsam

When levels are generated the items are placed in form of flotsam. They are clusterd and cannot drift away or even into the void. The player can still drop single items and has to take care of them. This is all fair.

2. Retreat & Fight

The hostile robot vessels have become smarter. It's no longer that easy to lure them into the void. And when they get stuck, they try to get free again. Briefly their performance appears more believable. The player has to rival them and for that reason I gave him a fallback melee weapon: the salvage ram.
So when you're running out of ammo or retreating is bothering you, you can poke your enemies destructively.

3. UI

Under enemy fire you need some essential information: HPs, ammo etc. I tried to integrate those infos into the HUD, simple and readable.
The Line-of-fire for example shows magazine state and reload duration.

... and wishlist on Steam.


Armory

Armory

News

About giving player and enemies more ways to fight each other.

Comments
KPas Creator
KPas

New dev blog entry on Steam:
Steamcommunity.com

Reply Good karma+1 vote
Reactorcore
Reactorcore

Teleglitch with spaceships! : D

Reply Good karma Bad karma+2 votes
KPas Creator
KPas

That's the plan at least. :)

Reply Good karma+2 votes
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Savage Vessels
Platforms
Windows
Developer & Publisher
KPas
Engine
Custom
Contact
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Release date
Game watch
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Style
Genre
Roguelike
Theme
Sci-Fi
Players
Single Player
Project
Indie
Twitter

Latest tweets from @savagevessels

RT @AldersBlood: We know we are linking our IndieDB a lot recently, but this is really important for us. We put our hearts into what… T.co

Dec 10 2018

You unlock database entries about enemies you encountered. Here you can watch what they are doing when you're not i… T.co

Dec 8 2018

Reworking the process of approaching items and flotsam. The marks keep the secret. The lettering hints at scanning.… T.co

Dec 5 2018

Integrating UI elements into Line-Of-Fire: - magazine state: how many shots until reload? - reload duration: when c… T.co

Dec 1 2018

More insight into visual detail. Some snapshots with the help of slow motion, map mode and zoom. #gamedevT.co

Nov 24 2018

Let it glow. Making the HAL-like optics and the screw-propulsion more readable. #gamedev #indiedev #indiegameT.co

Nov 21 2018

Teaching the enemies to elude the black void. #gamedev #indiedev #indiegame #pixelart #roguelike #spaceshooterT.co

Nov 17 2018

RT @aeonofsands: Aeon of Sands - combines a Dungeon Crawling RPG with Gamebooks and a truly unique magic system where your mana rise… T.co

Nov 15 2018

Introducing loot boxes in form of flotsam. No collider! It has to stay until the scavenger arrives ... #gamedevT.co

Nov 14 2018

RT @UndertowGames: I think Freud might have something to say about our new #Barotrauma monster concept. #gameart #indiedev #indigame T.co

Nov 13 2018

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