A fast-paced action rogue-like where explosive combat fuels 'Blitz' ultimates—a rage mode that dominates the battlefield. Endure relentless battles, enhance your arsenal, and evolve powerful abilities. Each run opens new tactical possibilities in this intense arena shooter
Stand your ground against relentless waves of determined enemies. Strategically deploy your arsenal of primary and secondary abilities to maintain control of the battlefield. Each enemy type presents a unique challenge - from swift aerial threats to powerful ground forces - demanding quick thinking and precise execution to ensure your survival.
After each hard-fought victory, invest your hard-earned cash in a robust and intricate upgrade system. Enhance your primary abilities, unlock powerful secondary skills, and discover synergistic combinations that shape your unique loadout. Every choice shapes your strategy, building toward powerful ability combinations that can withstand increasingly challenging waves.
Craft your perfect defense by experimenting with the diverse array of skills and upgrades. Will you specialize in area-of-effect devastation, pinpoint precision, or a balanced approach? Adapt your strategy with each run, as no two games are ever the same in this endlessly replayable experience. Master the charge mechanics of different weapons to create devastating combinations and unleash spectacular 'Blitz' ultimates at crucial moments.
Hello!
Welcome to the first official dev-log for Neon Blitz!
UI Update
This is my first official steam game and throughout it's development my skills have been improving. As a result, certain things are getting upgraded!
One of the first areas I've been updating is the UI. I wanted to try and evoke the feeling of sitting in a futuristic cockpit where you're controlling the turret.

- Health is represented in the left bar as well as explicitly displayed in the bottom left
- Any abilities the player may have are present in the new ability bar to the bottom
- There's a progress bar on the right to indicate how much of the wave has been defeated
- Next to the progress bar is a 5 wave counter. The idea is that every 5 ways gameplay something will happen to mix up the gameplay slightly. Perhaps a new ability or buffs to the enemies.
- DNA which is used as a currency is displayed in the bottom right
- Then in the top we have a timer indicating how long the current round has been going on.
Art Style
This new UI approach has a more restrained palette than I've shown previously. I've personally found the art style that I decided upon earlier difficult to use. So I've been rethinking the art style which has led to this new more detailed but also more restricted design.
Expect to see the characters and enemy designs updated as well!
I'm quite happy with the new direction and feel it gives me a lot more flexibility with overall visuals of the game.
That's all for this update! Stay tuned for more! If you haven't already, give me a follow on Twitter (not X).
Minimum Setup
- Processor: x86_32 CPU with SSE2 instructionsMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5500 (Broadwell). AMD Radeon R5 Graphics (Kaveri)
- Storage: 2 GB available space
Recommended Setup
- Processor: x86_64 CPUMemory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 (Pascal). AMD Radeon RX 460 (GCN 4.0)
- Storage: 2 GB available space
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