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.
All Reviews:
Mixed (20) - 65% of the 20 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 (14)

December 22, 2017

Shoot 'Em Up Kit 2.0.14 Patch

We're releasing a small patch to 2.0.14 to fix a few issues that have been found.

Version 2.0.14 - Build 25
  • Breaking a link to an Entity Instance doesn't reset the data for the item.
  • Improved stability with memory allocation changes.
  • Fixed an issue with Triggers not working correctly after a reload.
  • Fixed a potential crash when using Entity Link and then modifying the Entity data.
  • Fixed a problem with the background colour indicator not showing any colour.
  • Fixed a problem where clicking the background colour indicator wouldn't use the selected colour.
  • Rotation and Scale are shown on the General pane for instance or clone items.
  • Rotation Gizmos now work correctly when using the Game Window.
We hope you find the new updates helpful and please let us know if you have any questions or problems.

We’d also like to take this opportunity to wish you a great holiday season and a very happy New Year.

Many Thanks,
The Tall Studios Team
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December 15, 2017

Shoot 'Em Up Kit 2.0.14

We're pleased to announce that the latest update for the Shoot 'Em Up Kit is now available.

We've added a lot of new features such as an improved game background editor with lots of options; new visual effects such as camera shake and pixel graphics; and more sophisticated shields. We've also been focusing on usability and made it easier to swap entities; we've added help text when you hover over items; and there is a recent item bar. We will continue to make improvements to try and balance the ease of making a game with having a depth of features and options.

The change list for 2.0.14 is as follows:

  • Improved the player shield to include more options and effects.
  • Added filters to sort through collections of items.
  • Added links to the definition pages of entities.
  • Entities placed in the level now default to being instances. Changes made in the Entity Editor will modify the entities already placed in a level. Entities in the level can be unlinked from the copy in the Entity Editor.
  • Significantly optimised memory. The memory savings increase load time when resizing the Shoot 'Em Up Kit window and so the memory savings can be disabled using the Project Settings.
  • Fixed an issue with the default light being incorrect when reloading a level.
  • Fixed a crash when cancelling the placement of an object.
  • More complex backgrounds, such as parallax scrolling or clouds, are now supported.
  • Background editing now uses its own Window. This is still accessed from the Level Settings tool.
  • Support for scaling up or down 2x has been added to the post processing effects.
  • Support for non-filtered scaling up (useful for pixel graphics) has been added to the post processing effects.
  • Added Behaviour types for LevelStart and LevelComplete.
  • Each level now has its own set of Behaviours.
  • Help text (Tool tip) is constrained within the screen and not truncated at the screen edge.
  • Added support for more HUD and Front-End items.
  • Upgrades can activate or deactivate any of the 8 weapons.
  • The Shoot 'Em Up Kit starts in a full-screen window.
  • Progress bars update more frequently during project loading.
  • Modified the Acceleration and Brake values to represent the amount of time will take to get to/from Maximum Speed.
  • Added 'Quadratic' Movement type. This uses a quadratic curve for accelerating and braking which can give a feeling of weight.
  • Linear and Quadratic movement types will use the Brake value to slow to a halt when the joypad/button is released. This gives a feeling of weight and inertia.
  • Particle systems will default to emitting in the reverse direction of the Entity they belong to, if no Tag is specified.
  • Fixed an issue that allowed items from another level to be selected.
  • Fixed an issue with selecting items on the Front-End with a joypad.
  • Fixed an issue that prevented items moving at a constant speed when the framerate dropped.
  • Added a button for replacing entities. [F4] can also be used as a shortcut key.
  • Games that use a fixed resolution will be scaled-up to fit the current window size. Scaling is done using a power of 2 to maintain pixel accuracy.
  • Retro-style pixel effects can be achieved using low fixed resolutions in the project settings.
  • Improved controller responsiveness for item selection on the game Front-End pages.
  • Holding down the [CTRL] key while placing an object will allow another item to be placed. This is useful for populating a level with multiple copies of the same object.
  • Rotational Cameras that are tracking an Entity will match the Entity's orientation. If the Entity goes upsidedown then so will the camera. This fixes a problem in 6 degrees of freedom (6DoF) games where the camera would snap 180 degrees to remain upright.
  • Recently added items are included in a shortcut bar. This can be used to quickly populate levels with commonly used items.
  • Holding down [Shift] will speed up editor movement by 10x. You can move, strafe or zoom faster.
  • Added an Editor settings menu to tweak editor parameters such as movement speed or using a game window.
  • Added an explicit option for unlimited ammo.
  • Added auto-reload functionality for weapons. Weapons will automatically reload bullets when the clip is empty.
  • Fixed a problem with Bullet and Weapon sprites not using the Flip or Billboard options.
  • Added a Repeat option for Timers. This allows actions to be triggered at regular intervals.
  • Timers which have expired can be reactivated using the 'Activate' option from an Action.
  • The Behaviour Editor instruction list is automatically resized to fit the screen.
  • Selection dialog boxes can be resized.
  • Fixed an issue with dragging the Shoot 'Em Up Kit onto a 2nd monitor. This currently only works when using the Memory Optimisation setting.
  • Fixed problems with music playback when switching between the front-end and the game.
  • Player controls are ignored once the player entity is killed. Fixes an issue where it was possible to move after dying.
  • Fixed the 'Enable when on camera' NPC Definition option. NPCs will become enabled when they appear on-screen.
  • Triggers can be activated by more Entity types.
  • Level Editor window layout and recently used objects are saved and restored.
  • Added Camera Shake effect. Duration and Severity can be set. Shaking the camera roll is optional.
  • Added Micro Delay effect. This pauses the game for 1/60th second.
  • Added Slow Motion effect. This will slow down time and the duration can be set. The game will blend back into real time during the last 2 seconds.
  • Fixed an issue that could prevent videos from being included in standalone packages.
  • The Camera field of view will use the user's preferences of degrees or radians.
  • Fixed an issue with sprite rotations in HUD elements.
  • Fixed an issue that could prevent minimum and maximum values from being respected with User Variables.
  • Updated the User Guide.

    The User Guide has been updated and is included in the download. The Wiki is still in-progress but it is a useful resource. Please check it out here and let us know what you think.

    We hope you enjoy this new version and that you find the new features useful. We really appreciate you supporting us and if you have any feedback then it would be great to hear from you. If you encounter any problems then please let us know and we'll do our best to fix them as quickly as possible.

    Many Thanks,
    The Tall Studios team
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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

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