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:
Mixed (18 reviews) - 61% of the 18 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 (11)

August 17

Shoot 'Em Up Kit 2.0.13 Beta

Hi Everyone, We're almost ready for the next update. I'd like to apologise for how long it has been since the last version. We're always working hard on the Shoot 'Em Up Kit and we need to be more disciplined at stopping work and releasing updates.

We've made some optimisations to the Engine and added some usability updates which we'd like to open up to the community to test before we release the build properly in the next few days.

If you'd like to test the build then please join the Beta group. You can do this by going to your Steam software library right-clicking the Shoot 'Em Up Kit. Select Properties from the menu and then click the BETAS tab. You can select the beta - Beta test branch and you will be switched to the beta branch. There isn't a password.

Please back-up your Shoot 'Em Up Kit projects. Any changes you save with the 2.0.13 beta won't work if you switch back to 2.0.12. They will work with the full 2.0.13 release which will be available in the next few days.

The changelist for 2.0.13 is as follows:
  • It is now possible to create many more front-end pages.
  • The flow of front-end pages can be customised. The next page can be set for input and timeout events.
  • Levels can have their own specific front-end pages that can be triggered before and after the level.
  • Front-End text and sprites can be set to start the game at a specific level.
  • Front-End text and sprites can set the value of a user variable.
  • Fixed an issue that could disable NPCs when moving between full-screen and windowed in-game.
  • Particle trail time can be less than 1 second.
  • New sprites are automatically scaled down to 10% of their size in the level editor. This resizes them to the scale of the 3D environment.
  • Corrected some inconsistent naming between windows and tabs.
  • Fixed an issue where the 'Looped' checkbox wasn't set consistently across Sprite Frames.
  • Particle keyframes can be deleted.
  • The rotation speed multiplier now defaults to 1. Previously, the zero value was preventing the AI Entity from rotating.
  • Fixed an issue with Actions triggering at the start of the level.
  • Generated NPCs can use formations.
  • Fixed an issue which prevented the selection of a spline from a formation.
  • When two objects collide damage is still applied regardless of the Collision Action setting.
  • Improved the use of multiple CPU cores to optimise the Kit and the games it creates.
  • Fixed an issue with Action pane not being fully reset when selecting a different action type.
  • Fixed an issue where the NPC pane would scroll back to the top when some properties were edited.
  • Entities that have been set to Stop on collision will disable any movement AI after a collision occurs.
  • Added events for entities being Enabled and Disabled.
  • The DestroySelf option on a Trigger will destroy the correct entity.
  • Audio tracks can be deleted from the HUD pop-ups.
  • The weapon clip can be set to refill when the player loses a life.
  • Added an option for continuing a game where the player left off. This resets the player's lives and score.
  • Bullets use swept collision detection for improved accuracy at high speed.
  • PlayerDef upgrades can be stacked so that the effect of one upgrade can be added to by another.
  • Front-End items can be restricted to specific players.
  • Fixed a problem with selecting User Variables in the front-end after deleting a User Variable in the Behaviour Editor.
  • Fixed a problem where player entities are always enabled at the start of a game.
  • Front-End items are navigable using player input controls and Fire 2 to select.
  • Windows are resizable. Some styles of window will be resizable in the next release.
  • The Custom 5 collision group now works correctly.
  • Added titles to many of the dialog windows to help usability.
  • Increased the spacing on lists.
  • Added section headers to some lists.
  • Added a Help button to open the user guide.

The CPU optimisations have been tested by a group of users on the feature-test beta branch and everything seems good. But if you do experience a problem or have any comments or suggestions then please let us know via or a post on the Steam forum. We want the Kit to be as stable as possible and would appreciate working with you to resolve any problems.

We'll do another post in a few days when we have the full release. In this we will share our plans for the usability improvements, new features and provide links to the new Wiki.

Thanks again for all your support.
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March 25

Shoot 'Em Up Kit 2.0.12

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

The change list for 2.0.12 is as follows:
  • Effects can now be used to change sprites.
  • Added a CRT/ScanLine post-processing effect option.
  • Entities can automatically be enabled when they appear on-screen.
  • Improved the formatting of the Property page for instanced entities.
  • Fixed a directory warning when copying a project.
  • Fixed an internal memory leak with the particle system.
  • Fixed an issue that could prevent an Entity's 'destroy self' action from functioning properly.
  • Fixed some issues with Bullet bouncing.
  • NPC Generators and Splines can be deleted using the toolbar [Delete] button.
  • The particle effect when a bullet is destroyed is now played at the front of the bullet.
  • Fixed an issue that prevented a particle effect from playing when the player collects an Upgrade if the Upgrade duration was 0.0.
  • The audio repeat time now works correctly.
  • Sprites and Upgrades from Effects added in the Level Editor are now being added to package.
  • Turn 90/180/270 has been replaced with Turn Yaw 90/180/270 and Turn Pitch 90/180/270.
  • Fixed an issue that could create an extra sprite instance when adding a NPC Generator node after copying a Sprite.
  • Fixed the default AI weighting for formations which was incorrectly set to zero.
  • Fixed an issue that could prevent particle systems from being played after a period of time.
  • NPCs are now correctly disabled when off-screen, if the option is set.
  • The AI type 'MoveDirection' has been enabled again.
  • Added Current Level Name to the Game properties.
  • Triggers only activate HUD pop-ups when an Entity first enters (or re-enters) the area.
  • Memory optimisations.
  • Improvements to object cloning.
  • When deleting an entity, a warning message is displayed if the entity is still referred to by another object
  • Improved mouse controls. It works best with the Acceleration types 'None Proportional' and 'Linear Proportional'.
  • Sprite billboards work correctly in-game.
  • Triggers are now shown when testing a game with the debug option.
  • Added a delete button to remove music on the Front-End pages.
  • Light orientation now works correctly when parented to an object tag.
  • Video thumbnail icons are now created properly.
  • Background videos are shown full-screen and the scale and rotation properties have been removed.
  • Sprites default to firing in 2D axis.
  • NPCs created by an NPC Generator can use bullet patterns.
  • NPCs created by an NPC Generator use the activate when on-screen and deactivate when off-screen settings.
  • Objects can now be seen much further from the camera.
  • The copy button works correctly on the Upgrade Definition list.
  • The definition list can be dragged around the screen. It will be centred when re-opened.
  • Fixed an issue that prevented upgrades triggered by a Damaged event from deactivating after their time had expired.
  • The Bullet Red and Bullet Orange definitions have the correct damage multiplier (1.0).
  • The Bullet Pattern definition has the correct Minimum Time (0.2).
  • Fixed an issue that prevented the rate of fire from being adjusted on NPC Generator characters.
  • Weapons are reloaded when a level restarts.
  • Disabled weapons are correctly applied to NPC Generated characters.
  • Some improvements to audio streaming.
  • Minor user interface fixes.
  • Stability fixes.

There has been a lot of work behind the scenes on the Shoot 'Em Up Kit to position it for moving forward. We will soon be introducing lots of optimisations, support for other graphics SDKs and improvements to the user interface. We're also getting ready for the multi-platform version.

We'll soon be launching our wiki; as well as new features such as template games and an improved shield system.

We'd like to take this opportunity to thank everyone who has shared their feedback with us. Your comments are always appreciated and really help to improve the Shoot 'Em Up Kit.

We hope you enjoy this new version.
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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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Mixed (18 reviews)
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