Space Survivor
Genres
Tags
Player Options
Platforms
Language Support
Languages | Interface | Audio | Subtitles |
---|---|---|---|
English | ✓ | ✓ | ✓ |
简体中文 | ✓ | ✓ | ✓ |
Description
This is a space-themed rogue-like game.
You will pilot your spaceship facing a large and aggressive enemy fleet,
growing stronger in battle.
Upgrading your ship, recruiting crew members, hiring wingmen, and building
space station defense systems will all help you better defend your space
station.
Key Features
* ## Spaceships
Wide range of spaceships with different characteristics and strengths and weaknesses, different piloting, combat and strategy experiences;
* ## Equipment
Wide variety of weapons and components for different combat experiences.
* ## Power
Supply to the three main modules - WEAPON, SYSTEM, and ENGINE - directly affects the performance of systems such as weapon firing rate, propulsion speed, and recharge speed. You can adjust power distribution at any time or overclock a particular system to unleash extra performance.
* ## Crew
Crew members can help you operate weapons, repair the ship, optimize power systems, and pilot the ship, allowing them to assist you in combat and relieve you of some duties.
You're not alone.
* ## Wingman
Recruit wingmen from the space station to fight alongside you, building your defense fleet.
* ## Investment
There are multiple growth paths to invest in, but evenly distributing resources yields minimal results. Choosing the development path that suits you best is the optimal investment strategy.
* ## Quick Gameplay
Each session lasts 10-20 minutes, providing easy relaxation and nerve relief.
Some Words to Say
I am developing this game alone.
I want to explore a real-time space combat style that is not dogfighting. The
main focus and gameplay lie in managing crew assignments, allocating power to
ship systems, and strategizing the use of the ship's advantages and
disadvantages during battles. It doesn't rely on precise aiming or quick
reflexes typical of dogfighting tactics.
Currently, only some prototypes are completed, and there are many aspects left
unfinished or unclear. I will continue to update and experiment with various
ideas until satisfied. Launching in Early Access is to gauge community
feedback and to motivate myself to persevere.
This is a huge undertaking, and I have many cool ideas on my TODO LIST, but I
have to take it one step at a time.
Developed by
Published by
Language Support
Languages | Interface | Audio | Subtitles |
---|---|---|---|
English | ✓ | ✓ | ✓ |
简体中文 | ✓ | ✓ | ✓ |