Rick Henderson is an endless horizontal-scrolling shoot 'em up with infinite replayability, a true homage to 16-bit shooters wrapped in graphics we all loved. Twitch your fingers through five enemy factions and their bosses, upgrade your ship and try to survive through unpredictable space events.
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Release Date:
Q3 2020

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Early Access Game

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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?

“I want to be completely transparent with the development of my game, share everything with gamers who are willing to enter the Early Access and let everyone express their opinion on features and how we can make them better, together.

Insight that i will be able to get by people other than me and my friends actually playing the game is priceless.”

Approximately how long will this game be in Early Access?

“Approximately six months upon entering the Early Access.”

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

“■ More weapons
■ More enemies
■ More waves
■ More perks
■ More random events
■ No bugs
■ More visual and sound polish”

What is the current state of the Early Access version?

“Current Early Access version contains:

■ 38 different enemies out of more than 50 planned
■ 4 levels (out of 6 planned)
■ 4 bosses in single variation (out of 6 planned with 4 variations each)
■ 20 weapons (out of 40 planned)
■ 150 waves (out of 500 planned)
■ 5 random events (Warp malfunction, asteroid field, minefield, laser barrage, meteor storm)
■ 17 perks to choose from at the end of each level”

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

“I plan on selling the game at half the price in the start of the Early Access phase. As the game gets closer to completion, the price will slowly rise towards the planned retail price until the end of Early Access.”

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

“I plan on using Community Hub and Discord for discussions and suggestions.

Once again, i have to point out the importance of Gamer/Developer communication which will allow us to make the perfect game together.”
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This game is not yet available on Steam

Planned Release Date: Q3 2020

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About This Game


■ Infinite replayability
■ 16 weapons with 20 more in the making
■ 38 enemies split into 4 factions with two more factions in the making
■ 4 bosses with two more in the making + variations of bosses
■ Beautiful golden days of 16-bit games pixelart graphics
■ Blood pumping synthwave and electro music

The Game Loop

The Game Loop consists of Levels. Levels are generated by combining hand-crafted waves (consisting of single enemies, squadrons, waypoint enemies and their combinations), multiple bosses' variations and random events to provide unique, but satisfying experience every time you play.

First level is composed of Pirate only waves with a Pirate boss at the end. When you defeat the Pirate Boss, you get to choose a perk from a random selection of perks which will fit your play style (faster ship, stronger weapons, score bonus and so on) and then enter the Warp. Random events can occur while being in warp, either a Warp Malfunction or Asteroid field as special levels or a hazard that appears in the following level (laser barrage, minefield, meteor storm).

Next Level is made of Pirates AND Rift Miners, and so on until the final Boss. When you defeat it, you loop through the game again. The Bosses remain the same (in a sense of words, another variation of the Boss will be spawned on second loop) for each level, but the enemies are tougher, faster, fire more often and new, harder waves are added. Also, all the enemy factions are present from the start of Game Loop number 2.

To deepen the replayability of the game, i included several random events that will keep the players on their toes:

Warp Malfunction

I borrowed this idea from Galaga Deluxe, one of my favorite games from Amiga 500 back in the day. Between the levels, there's a small chance that your warp drive will malfunction and you may end up in null-space where you will be attacked by solo faction ships only, or get stuck in an asteroid field that can yield extra points or end it if you hit an asteroid.

Asteroid field, Meteor Storm, Laser Barrage, Minefield

Complete the level during some of these events for an additional score multiplier.


Depending on your style of play, at the end of each level you are presented with a choice of perks that can help you last longer, be it a faster ship, more health, additional score multiplier, better firing rate for certain types of weapons, critical hit chances for your weapons and so on. If you remember Crimsonland, then you get the idea.

There are over 16 weapons (for now, plan is to have around 40) divided into three groups Bullet, Missile, Energy. Each of the weapon types deals a different amount of damage based on the type of enemy armor, which is spread out into Unarmored, Armored and Shielded.

Bullet weapons deal normal damage to all armor types but have recoil.
Missile weapons deal double damage to armored enemies, but half damage to shields.
Energy weapons deal double damage to shields, but half damage to armored enemies.

Switching between weapons takes a small amount of time so you need to have a plan prepared in split second for every incoming wave!


Your typical cannon fodder faction, aggressive small and medium ships that make up the ship and weapon quality with numbers.

Rift Miners

Mining AI gone haywire, a lot of blades, drills and industrial grade weapons and armor.

Terran Confederacy

Highly organized military fleet with tight formations and organized attacks.

Paragon Cult

Mysterious cult utilizing an unknown source of energy in form of yellow orbs both for weapons, propulsion and cloak systems.

SunDyne Corporation

Privately owned space exploring corporation equipped with cutting-edge technology that lets no-one stand in their path.

System Requirements

    • OS: Microsoft® Windows® XP / Vista / 7 / 8 / 10
    • Processor: 1,4 Ghz or faster
    • Memory: 2 GB RAM
    • Graphics: Any integrated should suffice
    • DirectX: Version 10
    • Storage: 600 MB available space
    • Sound Card: Not required
    • DirectX: Version 10

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