





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
You can vote Project Starship X on this website: https://thegdwc.com/ No need to register!
- The first run it's now depicted as tutorial in many places, to avoid confusion. Many players thought that the game was 1-run-only long. I mean, cmon! The "big hands bad guy" cannot be the true final boss. Cmon! - Added some performance improvements. Most of them are enabled on non-desktop platforms (consoles), so you don't really care about this one - Throw-able items ( bowling pins, .44 bullets, etc ) will now always instant-kill all minions. - In 2 players mode, crash-killing an enemy will no more slow down the game. It's a cool effect when playing alone, otherwise it just makes player 2's life harder. - Rolling gold tentacles will spawn less warnings. (still a sufficient amount) - Fixed a bug where 4 rotating minions wouldn't pause ever.
Yup, did fix some bugs: - Bowling lanes will not spawn anymore at the centre of the screen ( I hope ) - The game should no more soft lock after defeating the ghost boss of the Bowling scenario ( I hope ).
Added some cleanup at the end of each level, to make the life easier for older computers. Also, done some bug fixing.
Nominate Project Starship X for "the best game you suck at" ! You don't have to suck at the game to do so! It just means that you recognise it's not for "faint of heart"! If you don't nominate the game, Swagthulhu will come find you! He has cookies and a bottle of wine... He is actually a good guy. Just nominate the game!
-Fixed a final boss animation-glitch that, thanks God, did not actually lock the game right at the end It was just weird to see. -Changed the logo of the composer of the soundtrack. N requested that change >_>
- Fixed a few soft-lock situations. Hopefully all of them!
- reduced cost of shop items - limited the rise of the price of all shop items to a certain maximum value - Doom letters should now spawn more often
- Modes Pickups cannot be bounced anymore; - Solved a soft lock situations; - Added a limit to how many extra-life powerups are spawnable during a run. Limit is now 3.
Fixed a bug that locked players in a boss fight. The only way to go on was to exit to main menu.
As PSX might be too "flashy" for many players, I've now updated the night filter with the following features: - Less saturated colours; - Lower luminosity; - No bloom effect when the filter is enabled; - No chromatic aberration when the filter is enabled; - Colours are more...orange? This one is subtle;
- Updated credits - Spaceships cannot be pulled by gravity during an "Heart attack" - Removed Inverted controls mad events from the sun level - Some secret stuff got buffed - The red mushroom now drops 2 red mushrooms instead of 1 - Sophie got buffed - Chance for mad events has been reduced ( Except in chaos mode ) - You can now skip Shop-Thulhu without waiting for the timer to reach 0 - Music loop has been improved - Added immunity frames when you CRASH-KILL an enemy - Added small delay between patters when a player is too close to screen borders - Leaderboard is now more readable - TV effect now has subtle scan lines - Balanced the volume of some loud sound effects
On the 18th of June, before release, a force reset will happen to everyone already in possess of a copy of the game! Release should happen around 10-11 AM, US time!
The Rogue-Lite shooter where you CRASH-KILL comical abominations! Pilot your spaceship as Swagthulhu in this original and wacky "Lovecraftian Parody"! Colorful characters and surreal situations! A hilarious take on "cosmic horror"! By playing the DEMO you'll be able to experiment with the core mechanic of the game! The X MANEUVER! It's a powerful dodge mechanic that also lets you kill enemies, jump around, pick up powerups, activate tanks, and much more crazy stuff! Compared to the full version, the DEMO does not unlock more levels, and the procedural generation is kinda "fixed" on a few recurring patterns. This is to allow for a more "introductory" experience and an easier understanding of the game! You can still enjoy it with a friend! Just grab a gamepad and connect it!
Hey everybody! I'm sorry to say that the release date will shift by one day! That's for sales and marketing reasons mainly, but I'll make sure to use the extra day to fix all the bugs in all the corners of the univ---code!!!! Luckily, it is not a big shift! Thanks for understanding!
Project Starship X has been developed by an Italian guy and a Japanese Composer! Today you'll be able to chat with the Italian guy, so don't mention anything about pineapples on top of pizzas! You have been warned! Join Project Starship X' Discord and chat with both the Dev and the community! Follow this link: http://discord.gg/TB8VEh5
Watch the developer play Project Starship X, and feel free to ask him a few questions in the chat! The transmission is pre-recorded! That way I'll be able to reply to all of your questions! Project Starship X The Rogue-Lite shooter where you CRASH-KILL comical abominations! Pilot your spaceship as Swagthulhu in this original and wacky "Lovecraftian Parody"! Colorful characters and surreal situations! A hilarious take on "cosmic horror"!
Finally, here is one of the biggest updates yet. No, the game doesn't have more mad events or random stuff, not yet! Instead, here is a list of what's new: - Final Boss; - Final. You can now officially complete the game! - Secret stuff! - 6 Mini bosses after the final boss is defeated; - Hardcore mode; - Ultra Hardcore mode! Pilots can have Heart attacks! - Boss rush mode; - Chaos Mode; - Score has been re-balanced! This required a force reset! - Reworked graphics of Tunnel enemies; - Easier run 1; - Space Bowling level now appears at stage 3; - First Moon level now appears at stage 4; That's all for now! Remember, this update will delete your data! An other forced reset shall happen right before release!
Finally, all levels have been added to the game! That doesn't mean the journey is over! I still need to add more content to each level, to power the proc-gen engine with more content. Expect way more mad events, secrets, secret bosses, and so on. I was thinking of adding "Wave events" as well. Wave events are like mad events, but divided in waves with minions spawning, and a power-up at the end as a reward. Final boss still not implemented. Expect a major rework of what's already present! Crawler mode now auto-fires if you hold the fire button. This to allow the player to concentrate more on the movement part! The crawler now feels more powerful, but it's a mere lie! It's just a visual upgrade to the fireballs!
This should not harm your save file, but it could lock the shuttle level and the sun one. Tank module will be affected as well. If it does so, revert your game with the console cheat till game 0. You can read more about this cheat in the Steam discussions. An hard reset will work as well ( Main menu settings ) Shuttle level, Sun level, and tank module are now unlock-able during the run 0, and will be available even if you never won the game. To unlock them reach level 3. This patch include some minor fixes and additions as well: -Crawler mode now supports the Tank module, upgrading your crawler fire power as well -Shopthulhu will drop up to 10 coins if you try to upset him! -You now have to dash into shop-powerups
As I'm currently solo handling all the aspects of this game ( except for the music ), I would like to allow for some more time before release, which I'll be able to dedicate to marketing and refinements of the game! For now, the release date is set to mid-June! Due to marketing reasons, the game might be postponed of another month ( July ), but that's really unlikely to happen :)
The cave level has been removed from the demo, and now the third level is the shuttle one, from the full build. I feel like it fits better as a final for the limited version of the game. While the cave level is fun and can make you laugh, the Shuttle level is far more explosive, thanks to the addition of the metal slu--Ahem! Tank module!
This update adds to the procedural generation the following levels: - Death Shuttle - The Sun - The First Moon - 80's Arcade - R'lyeh All 5 levels now have specific patterns and enemies. Have fun!
The "first moon" level still needs a boss fight and some polish, but it's almost there!
I've finally upgraded the coins sprites, which were kinda flat. Also, I've now introduced the tank module, which lets you take one more hit, upgrade your firepower, and eject instead of doing the x-maneuver ( you can still dodge stuff with this mechanic, so it's basically the same concept ). The alternative level 1, dead shuttle, has now patterns and boss, it's focussed around the tank module, and it's a hell of a ride! Also, there are some patterns of the sun level, but it's nothing final! That's all for now, have fun!
I've updated the demo to reflect the graphical changes of the full version. Also, I've improved some of the patterns, but it's just minor changes.
Mostly is said in the title, but I want to add a particular note on the final fights. [spoiler]Final-Final Cthulhu still needs to be completed, but I've suspended the scripting of it as I want to add new levels first, so that I can have more mechanics to work with the final fight.[/spoiler] This update works for anyone who has activated a beta key. If you are a Youtuber, Streamer, Game Journalist of some sort, and would like to request a key, please pm me there: https://arabongdev.weebly.com/contact.html
[ 6078 ]
[ 2063 ]
[ 4243 ]