Create your own professional quality videogames without any programming or scripting. Create games using a simple yet powerful drag-and-drop interface and fine-tune items to customise your game. The Shoot 'Em Up Kit provides a wide range of features to create the game you always imagined.
User reviews:
Mostly Positive (21 reviews) - 76% of the 21 user reviews for this software are positive.
Release Date: Jun 5, 2015

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want to work with the community as we finalise the features and content. The Shoot 'Em Up Kit will keep evolving with new features and assets driven by the feedback from the community. Early Access allows us to get a head-start on this.”

Approximately how long will this software be in Early Access?

“We expect the Shoot 'Em Up Kit to be in Early Access for 4 weeks.”

How is the full version planned to differ from the Early Access version?

“We are adding support for Steam Workshop and there will be more assets, sample games and tutorials. Once the Shoot 'Em Up Kit is released we will continue to work on adding more features and assets.”

What is the current state of the Early Access version?

“The Shoot 'Em Up Kit is mostly complete. We have been using it for some time to create the sample games and tutorials which come with it.”

Will this software be priced differently during and after Early Access?

“The Early Access version is nearly complete and so we will keep the price the same.”

How are you planning on involving the Community in your development process?

“We welcome feedback and suggestions. It's a great way to make the Shoot 'Em Up Kit the product people want it to be.”
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Recent updates View all (9)

October 9, 2016

Shoot 'Em Up Kit 2.0.11

We're pleased to announce that version 2.0.11 is now available.

The change list for 2.0.11 is as follows:

  • Particles (or the Emitter) can now damage entities, including 'splash damage' as a particle grows.
  • Triggers and Timers can now activate upgrades.
  • Entities can optionally stop, bounce, or turn 90/180/270 degrees when they collide with another object.
  • Background images are now positioned according to the direction they will scroll. They will be centred if no scrolling is required.
  • Entities can self-right (automatically roll 180 degrees if they are upside-down) based on events.
  • Added 'Variable Velocity' functionality to allow the speed of a ship to be controlled like a throttle.
  • Added options to prevent the Player ship going backwards; or rotating at a low velocity.
  • Added Rotate Yaw/Pitch/Roll 180 control to flip the Player ship.
  • Videos play audio.
  • Actions can now be mapped onto 12 buttons on a controller.
  • Added an option to turn-off the HUD during while front-end pages are being displayed.
  • Fixed an issue that could lead to videos being played at an incorrect speed.
  • Added a full-screen option for videos played in the front-end screens.
  • The name of the Bullet Destroyed particle system is now correctly displayed.
  • Fixed an issue that ignored the rotation speed of tracking bullets.
  • Fixed a potential crash if a model has been deleted from the directory but a weapon definition still refers to it.
  • Fixed an issue where deleting a Sprite within the Sprite Editor could lead to a crash.
  • Fixed some scaling issues with Sprite thumbnails.
  • Added information to errorlog.txt if errors occur loading a stand-alone game.
  • The window state (size, position and full-screen status) is now correctly restored between editor and game modes. This is particularly useful for fixed-resolution games.
  • Stand-alone games are fixed to 60 frames per second. We will add options to modify this in a future build.
  • Entities that are labelled as 'Kill when off-screen' are removed from memory for performance reasons. This is a temporary optimisation.
  • Front-End text detects mouse clicks properly when using the 'Centre' option.
  • Fixed problems with video playback on the Front-End Editor.
  • Fixed an issue that allowed deleted videos to play when testing the game.
  • Damaged effects are triggered based on the Entities initial Health property.
  • Effects are now triggered correctly for controller directions.
  • Fixed a memory leak with 3D particles.
  • Audio Cues placed in the level now play correctly.
  • Collision offsets and rotations now work correctly for bullets.
  • Added an option for displaying debug information when testing a level or game. Currently this only displays collision shapes.
  • Timers now correctly trigger HUD pop-up notifications.
  • Collision mesh data is correctly copied across from the Entity Editor when placing an Entity in a level.
  • Fixed an issue which delayed the inclusion of new models into a project until the 2nd time the model viewer was opened.
  • Fixed an issue with the HUD item formatting value being reset.
  • Specifying a Player Definition as an Upgrade will replace the player's controls with those in the new definition.
  • Bullet and Upgrade particle systems now work correctly in the stand-alone builds.
  • Keyboard, Mouse and Xbox controller are enabled by default.
  • Fixed an issue that would cause entities to trigger damage upgrades at the start of a level if their initial health was below 100.
  • Damage events can trigger upgrades for the entity which caused the damage.
  • HUD and Front-end elements are restricted to the screen boundaries.
  • Fixed an issue that could allow an Entity to be created multiple times when editing a Sprite in the Sprite Editor.
  • Fixed an issue with Sprite looping not working after reloading the project.
  • Fixed some small memory issues where Grid controls and particles would allocate more memory and only release it when the Kit was closed.
  • Fixed an intermittent issue with the scrollbar thumb-slider being drawn off the end of the scrollbar.
  • Fixed a potential resource leak when editing Entities in the Entity Editor.
  • Audio now plays on the front-end screens correctly.
  • Fixed an issue with missing front-end sprites and audio on stand-alone builds.
  • Added a warning if you click the window close icon while playing a game. Instructions are given on how to return to the editor.
  • Fixed an issue with stand-alone games not starting in full-screen when the project specified it.
  • Fixed an issue with the Behaviour list being empty when you reload a project.
  • Fixed a crash when sprites with over 32 frames were added using the automatic build function.
  • The Game Complete front-end page is now called correctly.
  • When a project is loaded it performs a small amount of optimisation to remove unused data.
  • The high-score table is saved whenever an entry changes.
  • Minor optimisations and stability fixes.

Some internal changes have meant that some controls may need to be remapped within your games. We're sorry about this and it will not be necessary in the future. This also affects the Solar Battle sample game in this build.

We hope you enjoy the new build and if you have any problems, comments or suggestions then please let us know.

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September 24, 2016

Shoot 'Em Up Kit 2.0.11 Beta

We are preparing for the 2.0.11 update and wanted to let you know that the Beta is available on the beta test branch. If you want to try it then you can access this branch by Right-clicking Shoot 'Em Up Kit on your Steam library and selecting the Properties option.

We hope to release the 2.0.11 update next week.

Selected new features include splash damage; bouncing bullets; throttle controls; upgrades triggered by timers or triggers; as well as many more features, fixes and optimisations.

We want to apologise for allowing it to get so long between updates. The beta builds have had 32 updates since 2.0.10 and we should have made these full versions. It has always been our intention to provide updates with bug fixes and new features every 4 to 6 weeks and we will do our very best to keep to this in the future. We will also post details of beta updates too as these are available to all of the community.

Thanks for your support.

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About This Software

Create your own professional quality videogames without any programming or scripting using a simple yet powerful drag-and-drop interface. With the Shoot Em Up Kit a simple game can be created in just a few seconds while lighting, camera views, behaviours, physics settings, shaders, particle effects and AI can be created and modified to fine-tune a complex game. Royalty-free stand-alone executables can be can be created for you to sell or share with the community.


Create your own videogame without programming
Create your own 2D or 3D shoot ‘em up using a powerful graphics and audio engine.
A few seconds and you have a game - creating a game can be as simple as choosing and placing a player model, choosing and placing an enemy model and clicking ‘Play’.
Designed and created by games industry professionals who have worked on titles such as Rainbow Six Vegas, Hydrophobia, Assassins Creed and Far Cry 2.

Use professional graphics tools ... or a pen and paper
Create graphics and sound any way you want, including:
3D Modelling tools such as XSI or Milkshape
Shader Editors to create in-place or post-processing shaders
Pen, paper and a scanner
Modelling clay and a camera
Your favourite painting software
The models and images included

Design your own levels
Build levels using your own models or drawings, or use the ones provided
Set up lighting and camera views and behaviours
Control the Physics settings and watch nVidia’s PhysX simulate your world
Use shaders to create powerful visual effects
Use default settings to create a game quickly or tweak hundreds of settings to make the game exactly as you want it
Choose from many different types of AI, or blend several types together, to bring characters to life
Group enemy into waves and add bonuses.
Add upgrades such as new weapons or multipliers.

Create eye-catching particle effects
Add music and sound effects to your games
Customise behaviours using an easy-to-use tool which allows you to control events
Build your own Front-End (Menu) screens or HUD (Head’s-Up–Display) to display the score, etc.

Tutorial Games introduce different features
Videos show you step-by-step how to use the tools and features
An extensive manual (100+ pages) can be used for reference

Play and share your own creations
Save games as EXE files
Share your creations on Steam Workshop (Future feature)

Technical Features

Direct9 engine, using XAudio2 for audio
Support for user-created HLSL shaders; both model and post-process shaders
Default shader supports: diffuse textures, normal mapping, specular mapping, cube mapping, ambient lighting, point lights, spotlights, and directional lights
Users can use their own models (x or obj format), textures, shaders, sound effects or music
Bone based (Skinned) 3D animation

Create sprites from images in many formats (bmp, jpeg, png, tga, dds, dib, and more)
Display in 2D or 3D space
Billboard Sprites

2D and 3D particles
Control how particles appear over their lifetime - vary speed, colour, or opacity, for example
Particles can use Physics effects, and can collide with other objects

Point, Directional, Spotlights and Ambient lighting
Unlimited lights can be placed in a scene
Up to 8 active lights

Multiple levels per game
Many settings for customising Player, NPC, Weapon and Bullet behaviours – including Speed, Inertia, Friction, Maximum ammunition, Rate of Fire, Bullet distance, etc.
Tags can be placed on any entity to identify interesting points, such as thrusters or the position of a gun
Sky boxes (Cubemap or custom model)
Collision: Sphere, Box, Cylinder, Custom model. Pixel-perfect collisions
Camera: Static, Follow Entity, Rotate in place, Move along spline, Transition effects, FOV
Triggers. Link triggers to other items to allow a trigger to activate an enemy, for example; or choose pre-defined events (Kill Player, Game Over or Level Complete)
Timers. Count up or down. Like Triggers, Timers can also be linked to other items, and contain pre-defined effects
Checkpoints. Options to respawn enemy, reset timers, etc, if the player returns to a checkpoint
NPC Generators to control NPC spawning position, frequency, maximum enemy active at once, maximum enemy created by the generator
Formations of NPCs. Formations may have their own AI behaviours
Splines can be placed and used by NPCs or the Camera. Splines can also be drawn as part of the scene
Ground planes can be placed for the Physics system
Multiple Level Complete criteria
Use Gizmos to move, rotate and scale objects
Undo and Redo changes
Copy and Paste items for quick editing

Keyboard, Mouse, DirectInput compatible Joystick, Xbox360 controller
Support for soft-controls for touch-screen devices
Tilt sensors are supported for player controls

Many types of ‘micro-behaviours’ (MoveTo, Chase, Evade, Fire, Wait) which can be combined to produce more sophisticated behaviours
Each micro-behaviour has a number of properties which allow the user to fine tune the behaviour

Uses nVidia’s PhysX physics simulation software
Compatible with PhysX remote debugger
Set mass, static and dynamic friction, linear and angular damping, and more

Streamed audio (ogg)
Sound effects (ogg, wma and wav) in stereo or 3D audio
Properties such as Panning, Range, Volume, Pitch variation and Looping
Support for subtitles
Control how often sounds are used or repeated

Behaviour Editor
Create custom events and behaviours using a drag-and-drop interface
Behaviours can be created which will be triggered by many different in-game events
Any properties of the game or an entity can be used or modified
Use an object-oriented approach for ease-of-use

Front End and HUD
Customise many types of Front End pages
Easily link text or graphics to data from the game to create health bars, for example
Select text font, size, style and colour

More details can be found on our website

System Requirements

    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: Intel Dual-Core 2GHz or AMD Dual-Core 2GHz
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers
Customer reviews Learn More
Mostly Positive (21 reviews)
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