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Starr Mazer: DSP - June Hotfix 01, "Dolarhyde"
Greetings, Pilots!
We're coming in hot with a quick end of the month update! A few new features, a couple of re-jiggers and a bunch of bugs squashed for you.
If you find a bug and want to let us know about it, you can jump right on to our bug reporting form and let us know! That form comes right to us, and uses super future computer magic (SPREADSHEETS!) to dump your bug right into our dev queue!
This sprint, we're working on a whole new level for you to enjoy: Act II, Level 1 - "Reducto ad Absurdum" The DSP MkI Pilots, having defeated the G'ell infected SARDO-099 Form Amorphous Defense Platform, are thrown through the Numspa Gate and into Weirdspace, an alien hyper-space dimension, where their piloting skills are put to the test against hundreds of dizzying G'ell Pattern Attack ships lead by the G'ell infected artificial intelligence BNO-66866, who pilots the deadly command vessel, "Element Manifold." Act II, Level 1 will launch to our test group in July, with our mid-month update, and to the public shortly thereafter, once any bugs are squashed.
Oh, you caught that, did you? Well, yes. We have a test group! They meet up on our discord server, with special access and flair and credits and early access to builds and access to a special ship once the game is launched. AREN'T YOU JEALOUS? Well, you don't need to be. Just pop on over to our discord server, and ask a mod make you a tester. You'll get access to our test channel and all of the above-mentioned goodness! Thanks for reading this update, and playing our game. We're working hard to make something awesome for you, because you're awesome! YES, YOU! Until next time, GET BACK MEOWT THERE, PILOT! - Don Thacker, Imagos Softworks
[ 2019-06-29 07:22:16 CET ] [ Original post ]
A Fast-Fire Update Straight at Your Face!
Greetings, Pilots!
We're coming in hot with a quick end of the month update! A few new features, a couple of re-jiggers and a bunch of bugs squashed for you.
What's in it?
- Tons of new pilot character species!
- Fixed fatal crash referencing mouse clicks when the mouse wasn't being clicked
- Fixed crash during firing of the Refract Engine weapon
- Improved fluidity of logo animations at start of game
- Logo animations are now skippable with start/enter/escape
- Fixed fatal crash during credits sequence
- Improved credits sequence readability
- Added Digital Tribe Games logo to credits sequence
- Added Made With GameMaker Studio to credits sequence
- Several controls related bug fixes
- Build version is now displayed on all screens for easier bug reporting
If You See Something, Say Something!
If you find a bug and want to let us know about it, you can jump right on to our bug reporting form and let us know! That form comes right to us, and uses super future computer magic (SPREADSHEETS!) to dump your bug right into our dev queue!
What's Next?
This sprint, we're working on a whole new level for you to enjoy: Act II, Level 1 - "Reducto ad Absurdum" The DSP MkI Pilots, having defeated the G'ell infected SARDO-099 Form Amorphous Defense Platform, are thrown through the Numspa Gate and into Weirdspace, an alien hyper-space dimension, where their piloting skills are put to the test against hundreds of dizzying G'ell Pattern Attack ships lead by the G'ell infected artificial intelligence BNO-66866, who pilots the deadly command vessel, "Element Manifold." Act II, Level 1 will launch to our test group in July, with our mid-month update, and to the public shortly thereafter, once any bugs are squashed.
Test Group, You Say?
Oh, you caught that, did you? Well, yes. We have a test group! They meet up on our discord server, with special access and flair and credits and early access to builds and access to a special ship once the game is launched. AREN'T YOU JEALOUS? Well, you don't need to be. Just pop on over to our discord server, and ask a mod make you a tester. You'll get access to our test channel and all of the above-mentioned goodness! Thanks for reading this update, and playing our game. We're working hard to make something awesome for you, because you're awesome! YES, YOU! Until next time, GET BACK MEOWT THERE, PILOT! - Don Thacker, Imagos Softworks
[ 2019-06-29 07:22:16 CET ] [ Original post ]
Starr Mazer: DSP
Imagos Softworks
Developer
AGM Playism
Publisher
2016-08-26
Release
Game News Posts:
26
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(224 reviews)
The Game includes VR Support
Public Linux Depots:
- Linux Content [174.82 M]
Starr Mazer: DSP is a side-scrolling shoot’em up in the same vein as classics like Gradius and Lords of Thunder with a roguelike twist on the traditional lives/continues system. Players take control of a squadron of DSP pilots with different ships, weapon loadouts and voices. Your mission is to battle through nine frantic arcade levels, countless waves of enemies, 3 powerful bosses, and take down the G’ell Super Ship in a single run.
The citizens of Thersa-CPIX are at war and we’re not sending one hero to the fight, we’re sending EVERYONE!
Starr Mazer: DSP was born as a passion project during the development of its bigger brother, the point-and-click SHMUP hybrid, Starr Mazer. Originally, Imagos Softworks teamed up with veteran development studio Pixeljam to craft a demo environment to test weapons, enemy attack patterns and space combat. When both teams couldn’t stop playing the single demo level they designed, they knew they were onto something very, very special.
Shortly after, Don Thacker, Alex Mauer and Miles Tilmann started working tirelessly to crack the code and turn the little demo into a unique fully featured experience. After playing Rogue Legacy, Don was inspired to craft an elegant roguelike game loop to add a refreshing update to the shooter genre. Thus the DSP MkI Corp was founded and a perilous battle that pitted thousands of pilots against the G’ell invasion was born!
A unique game mechanic alone isn’t enough to be memorable. So to bring the world to life in stunning pixel art, the team enlisted Starr Mazer art director Maximo V. Lorenzo, lead artist Kirk Barnett and background artist Christopher Pariano. Alex Mauer, composer of Starr Mazer, also joins with an intense synthwave soundtrack to round out the experience and take what was once a single demo test level into a fully realized shoot’em up experience!
Hi there! It’s Dan, Playism’s senior content manager. Starr Mazer as a whole is a project I’m very close to and I wanted to say a few words about it.
A major cornerstone of my video game experiences growing up was sitting in front of the TV playing hours of Life Force, R-Type and Gradius. What enraptured me about these games were the stories they told in their boxart, levels, the kinds of enemies that appeared, the bosses and the way they implied humanity’s imminent extinction. These were stories that not only came alive in my imagination, but that were also clearly communicated in pixel art that was not always so clear. Despite low-fi graphics, the experience was profoundly hi-fidelity.
It was a trend that I didn’t feel followed the genre as a whole. Cave took SHMUP story-telling to new heights with Mushihimesama and Death Smiles; Treasure did so with Radiant Silver Gun and Ikaruga. However, I felt the stories in those games came across quite differently as my attention was drawn toward moments and bullets rather than stages and bosses. Impressive as they were, my focus was simply on other things—like not dying horribly.
As I came to know Don’s work in film, such as his shorts and feature length film, Motivational Growth, I understood where Starr Mazer: DSP’s strengths in story came from. And talking with him about classic and modern games I finally understood how Imagos Softworks and Pixeljam were seamlessly blending modern roguelike designs with old school, horizontal, SHMUP story-telling.
Starr Mazer: DSP will be my first personal experience with Early Access and I’m thrilled to see where this adventure goes. I can’t wait to undertake it with you.
The citizens of Thersa-CPIX are at war and we’re not sending one hero to the fight, we’re sending EVERYONE!
- Levels - Battle through nine Levels, across three intense arcade-style bullet-filled acts! Take the fight from the surface of war torn Thersa-CPIX to the Space Gate and up to the heart of the G’ell Super Ship; the Adamastor!
- Recruit - Recruit a diverse team of humans, aliens, and a dog! Hand pick your DSP team before every mission using their weapons, stats and battle order to your advantage!
- SK:ORE - The fight never ends with SK:ORE! There are no game overs in this battle! Use your SK:ORE from fallen enemies and Carbomite pickups to purchase a new squadron of pilots!
- Unlock Pilots - Discover legendary pilots! Give your squadron an edge in battle with unique legendary pilots like Slimo, Bunny Killmaster, Don Thacker and many more!
- Power Up - Power up your weapons for maximum destruction! Collect Carbomite from fallen foes to power up your primary fire or to fuel your super weapon!
Starr Mazer: DSP was born as a passion project during the development of its bigger brother, the point-and-click SHMUP hybrid, Starr Mazer. Originally, Imagos Softworks teamed up with veteran development studio Pixeljam to craft a demo environment to test weapons, enemy attack patterns and space combat. When both teams couldn’t stop playing the single demo level they designed, they knew they were onto something very, very special.
Shortly after, Don Thacker, Alex Mauer and Miles Tilmann started working tirelessly to crack the code and turn the little demo into a unique fully featured experience. After playing Rogue Legacy, Don was inspired to craft an elegant roguelike game loop to add a refreshing update to the shooter genre. Thus the DSP MkI Corp was founded and a perilous battle that pitted thousands of pilots against the G’ell invasion was born!
A unique game mechanic alone isn’t enough to be memorable. So to bring the world to life in stunning pixel art, the team enlisted Starr Mazer art director Maximo V. Lorenzo, lead artist Kirk Barnett and background artist Christopher Pariano. Alex Mauer, composer of Starr Mazer, also joins with an intense synthwave soundtrack to round out the experience and take what was once a single demo test level into a fully realized shoot’em up experience!
Hi there! It’s Dan, Playism’s senior content manager. Starr Mazer as a whole is a project I’m very close to and I wanted to say a few words about it.
A major cornerstone of my video game experiences growing up was sitting in front of the TV playing hours of Life Force, R-Type and Gradius. What enraptured me about these games were the stories they told in their boxart, levels, the kinds of enemies that appeared, the bosses and the way they implied humanity’s imminent extinction. These were stories that not only came alive in my imagination, but that were also clearly communicated in pixel art that was not always so clear. Despite low-fi graphics, the experience was profoundly hi-fidelity.
It was a trend that I didn’t feel followed the genre as a whole. Cave took SHMUP story-telling to new heights with Mushihimesama and Death Smiles; Treasure did so with Radiant Silver Gun and Ikaruga. However, I felt the stories in those games came across quite differently as my attention was drawn toward moments and bullets rather than stages and bosses. Impressive as they were, my focus was simply on other things—like not dying horribly.
As I came to know Don’s work in film, such as his shorts and feature length film, Motivational Growth, I understood where Starr Mazer: DSP’s strengths in story came from. And talking with him about classic and modern games I finally understood how Imagos Softworks and Pixeljam were seamlessly blending modern roguelike designs with old school, horizontal, SHMUP story-telling.
Starr Mazer: DSP will be my first personal experience with Early Access and I’m thrilled to see where this adventure goes. I can’t wait to undertake it with you.
MINIMAL SETUP
- OS: Ubuntu 14.04 or higher
- Processor: 1 Ghz CPUMemory: 2 GB RAMStorage: 150 MB available space
- Memory: 2 GB RAMStorage: 150 MB available space
- Storage: 150 MB available space
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