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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.


  • 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


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.




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

KPas Creator

New dev blog entry on Steam:

Reply Good karma+3 votes

Teleglitch with spaceships! : D

Reply Good karma Bad karma+3 votes
KPas Creator

That's the plan at least. :)

Reply Good karma+3 votes
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Savage Vessels
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Latest tweets from @savagevessels

Now, this is the Plasma Net Thrower. The net has momentum and sticks things together. But only the contained plasma… T.co

Mar 16 2019

Putting a cap on chisel guns: rail gun with chisel ammo. Long reload duration, some spread, high damage, ludicrous… T.co

Mar 9 2019

Tinkering with map lettering. Some formations get striking names. Attached notes suggest background & story.… T.co

Feb 23 2019

This Intro is a first step to pass lore to the player. #gamedev #indiedev #indiegame #pixelart #roguelikeT.co

Feb 16 2019

Passing a generator and reaching some solar panels. #gamedev #indiedev #indiegame #pixelart #roguelikeT.co

Feb 9 2019

RT @mattbarton: Please help spread the word! This is not just good for yours truly--it's a good bundle and supports a good cause. T.co

Feb 7 2019

This com unit attacks by means of radiation. The player's view range is reduced by half. #gamedev #indiedevT.co

Feb 2 2019

Turn up the volume for improved explosions. #gamedev #indiedev #indiegame #pixelart #roguelike #spaceshooterT.co

Jan 26 2019

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Savage Vessels
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