SPAERA is a head-to-head puzzle fighting game, using an unique match-3 cascading mechanic as its core system. The world of SPAERA is heavily inspired by characters, gameplay and themes from games that we loved to play as we were growing up.
All Reviews:
Mostly Positive (10) - 70% of the 10 user reviews for this game are positive.
Release Date:
Sep 13, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

What the developers have to say:

Why Early Access?

“Having already done two small betas, we would like to present our game to a wider audience with greater visibility, so that we could have more data points to help tweak character balance and gather feedback, but still with the time and flexibility to make changes before the full release.”

Approximately how long will this game be in Early Access?

“We are expecting our game to be in early access for around 3-6 months depending on how smoothly things go and the feedback we gather. Of course, if feedback determines that we need to make significant changes to the game, early access may last longer.”

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

“We plan the full version to have:

  • All 8 characters will be playable.
  • Leader board rankings for online play.
  • Single player story mode with a boss character to fight against, and individual character endings.
  • Unranked online lobbies where around 2-8 players can queue up and spectate the current match.
  • Smarter AI in single player mode, with difficulty settings.
  • A tutorial to help introduce new players to the game.
  • More fit and finish polishing, and maybe dynamic lighting for the graphics.


After the initial version is released, we hope to continue work to add features including:

  • Character skins / colorings
  • Players customizations, such as customizable blocks
  • More playable characters.

What is the current state of the Early Access version?

“The early access version will have:
  • Online multiplayer with matchmaking and ranking.
  • Online private matches with friends.
  • Single player mode that plays against every character, but does not have a boss match and ending.
  • 6 out of the 8 final characters are playable.
  • 2 player offline versus mode.
  • Key customization
  • Joystick support, but does not have button customization yet.

Will the game be priced differently during and after Early Access?

“We plan to price Early Access at around 2/3 of the final full release price, and gradually raise the price as we approach full release while features are added.”

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

“In addition to monitoring feedback from the community via forums and our Discord chat channel, we plan on holding discussion topics for our community to discuss, as well as gathering data from player matches to analyze character balance and changes that need to be made.

As we have already been doing with our Beta, we take and experiment with feedback and ideas from the community, and more ambitious suggestions are taken note to maybe try in a future iteration. They have ranged from bug fixes, to system changes, character balance, to future character ideas.”
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Recent updates View all (21)

January 7

Patch 0.9.5.0

In order to lessen the mental load on players, shape difficulty has been toned down. In exchange, we've introduced a new type of block, which in essence, is a "double block". These blocks need to be cleared twice, but maintains the same color once the first stage is cleared. The "brick-blocks" have also been changed as the clearing mechanics for those are a little too confusing, again adding to the complexity problem. Of course, these are radical changes so look forward to some balance changes in the next few patches.

Game System Changes
  • A new block type that requires clearing twice has been added, dubbed the "double block"
  • Play Pieces now occasionally spawn with double blocks
  • Panic mode increases the rate of double block spawns
  • Brick blocks only require clearing once by proximity now, as opposed to twice. As such, it also falls naturally without staying stuck
  • We've added difficulty settings to the story mode, which will receive more tuning in the coming patches
Balance Changes
  • Pone's "1000 Shattering Fists" has swapped to level 4 and now uses the new Brick Blocks, with a fixed pattern
  • Pone's "Sky Splitter" has swapped to level 3
  • Harland's "Tweets of the Afterlife" now uses the new Brick Blocks
  • Joseph's "Brickinator" now uses the new Brick Blocks
  • Setter Z's "Burst Hurricane" has been changed to push the top of his blocks to the opponent's board
  • Leon's "Slash Slash" has been changed to add double blocks instead of bricks
Known Bugs
  • Board blocks may animate incorrectly some of the time
0 comments Read more

December 27, 2017

The State of Spaera 2017

Hello Everyone!

We'd like to discuss the current state and direction of Spaera as we prepare for a 1.0 Release candidate. Ever since we moved away from the Tetris style gameplay, the journey has been filled with ups and downs. We know we have something unique, but we can't, in good faith, release the game as it is. The game's current system doesn't feel completely correct or intuitive. After another stretch of testing and feedback, we think we've identified some key problems and features missing from the game.

One of the hot topics in the Spaera Discord channel is the concept of chain setups. We went through many iterations to see if this was a core mechanic that we could have in Spaera since it is quite fun in other puzzle games, but couldn't really achieve any reasonable form of it with the current system. The problem, we think, stems from complexity and randomness. The current iteration of Spaera demands too much attention from the user. Players have to juggle piece selection from the shared deck, piece placement and color matching of (often complex) pieces, opponent's board and spell state, and their own spell meter. Adding setups to this mix is simply too difficult and impractical.

We still have the luxury of making radical changes during this Steam Early Access phase so in the coming patch that is exactly what we will do. For starters, we will be toning down the amount of difficult shapes. In exchange, we've introduced a new type of block, which in essence, is a "double block".




These blocks need to be cleared twice, but maintains the same color once the first stage is cleared. The "brick-blocks" have also been changed as the clearing mechanics for those are a little too confusing, again adding to the complexity problem. Of course, this is a radical change so balance will be in flux while we continue to tweak but we must say, this new take is very refreshing!

Right now, an experimental build is up on Steam, which can be accessed by right clicking Spaera in the game list, selecting properties, tabbing to "BETAS" and choosing the "experimental- " drop down. Give it a shot, as it doesn't affect your rankings and as always, we're looking for feedback in our discord channel.

Happy Holidays!

Game System Changes
  • A new block type that requires clearing twice has been added, dubbed a "double block"
  • Play Pieces now occasionally spawn with double blocks
  • Panic mode increases the rate of double block spawns
  • Brick blocks only require clearing once by proximity now, as opposed to twice. As such, it also falls naturally without
    staying stuck.
Balance Changes
  • Pone's "1000 Shattering Fists" has swapped to level 4 and now uses the new Brick Blocks
  • Pone's "Sky Splitter" has swapped to level 3
  • Harland's "Tweets of the Afterlife" now uses the new Brick Blocks, but strength of ASCII art has been toned down using a weighted algorithm. Very difficult to clear art now has a lower chance, along with a new type that will actually help opponents. Dice roll away!
  • Joseph's "Brickinator" has been changed to use Double Blocks
Known Bugs
  • Board blocks may animate incorrectly during certain circumstances
1 comments Read more
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About This Game

SPAERA is a head-to-head puzzle fighting game, using an unique match-3 cascading mechanic as its core system. The world of SPAERA is heavily inspired by characters, gameplay and themes from games that we loved to play as we were growing up. We've created a roster of eight original characters that you can select, each with his or her own individual story. Players can battle the computer in the game's campaign mode, or against live opponents in local and online matchmaking.

HOW TO PLAY

Players choose a unique character as their avatar, each with four of their own unique spells that can vary from Attack types to Protection types. Once the game begins, Players receive a continuous stream of puzzle pieces that are arranged in different color and shape configurations. Players are then tasked to match 3 or more of the same color blocks in order to trigger a clearing response. When clearing is initiated, any color on the active puzzle piece that is not the same colors as the cleared ones will cascade downwards on the board, enabling setups for complex combos and chains. There is also a power meter that will increase as you clear blocks or obtain and clear special block types that enable the player to issue magic spells to either support their own board or attack their opponent. The first person to force their opponent to have nowhere else to place their puzzle piece wins the match.

SPAERA FEATURES

Our lead artist and his team are amazing. Seriously, check out the screenshots for yourselves. All graphics and animations were hand drawn! We like to think of SPAERA as something that everyone can enjoy; it's pretty easy to pick up, but you can add a lot of depth to your strategy. In many ways, SPAERA represents a mashup of a lot of the games that we love: games that you can just pick up and play by yourself or with friends without too much fuss. It's fun, quick, and easy, just like a favorite snack. Head-To-Head multiplayer with server supported Matchmaking, Ranks, and Ladders enables endless fun and depth. We are trying to build a community of people that can be positive and enthusiastic about playing with us and each other, and hopefully help us to continue develop more games that everyone can enjoy.

WHO ARE WE?

Blazing Orb is founded by a pair of coders that have always been gamers at heart with huge love for RPGs, platformers, side-scrollers, fighting games, and puzzle-strategy games. SPAERA is our attempt to pay homage to all the influences and good times that we've had growing up playing these games, and hopefully be able to pay forward all the fun to others.

System Requirements

    Minimum:
    • OS: Windows 7, 8, or 10
    • Processor: Intel Core 2 Duo E7300
    • Memory: 3 GB RAM
    • Graphics: Intel Integrated HD 4000
    • Sound Card: DirectX compatible soundcard or onboard chipset
    Recommended:
    • Network: Broadband Internet connection
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