A neon-lit twin-stick roguelike that blends arcade-shooter style combat with space dungeon crawling. Experience intense twitch-shooter combat through randomly generated "sectors," and an enchanting "space metal" soundtrack.
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Release Date:
Sep 30, 2020
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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?

Update 05/29/2021

Initially, Red Sector was created for a game jam, and released in Early Access in order to meet the release window for that game jam. Now, I have the opportunity of having essentially, a community of QA testers to test anything new that I implement. From my perspective (the perspective of the person working behind the scenes to create the game) it's very valuable to have the players' point of view. It's an opportunity to see an infinite amount of things that I am blind to, and considerations that I wouldn't have made myself.

As a solo developer, Red Sector's players are crucial in helping me figure out what direction I really want to take the game.”

Approximately how long will this game be in Early Access?

“I plan to release the game in the first quarter of 2022. This would be when the game is at a point in which further updates would be major content releases and necessary bug fixes.

But, as the nature of making games is so unpredictable, this timeframe is not guaranteed.”

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

“Here is a general outline for what I want Red Sector to be like when it’s finished:

You traverse through each sector, with the goal of defeating the formidable boss that awaits you at the end of the Red sector.
  • Each run is meaningful. Every sector is like a run in-and-of itself. The journey to each boss is a unique experience.
  • As a player, you are always trying to improve your basic combat skills, but your playstyle ebbs and flows with the items you find along the way. And there are many different sub-sectors, with plenty of opportunity for surprises.
  • Combat is fast-paced, boss fights are challenging, and the soundscape behind it all fuels your assault through space. If you really wanted to, you could get through all 5 sectors without any items, but it would be a huge test of your skills and reflexes.
  • There is a sense of progression via unlockable ships, ship colors, weapons, and passives (and more?).
  • Item functionality combines in interesting ways, so that even if you know all the items in the game, there are always new ways to combine and synergize their usage.
  • And finally, everything is tied together by a subtle underlying story.

What is the current state of the Early Access version?

Currently, Red Sector is still bare-bones, so if you want to get involved in development and play a pivotal role in helping me build its foundation, then buy it. But if you're looking for long play sessions or loads of content, wishlist the game instead, and check back in a few months.

I am building the game in such a way, so as to make it easier to add content later on. And I want to make the combat feel fun and intense, while remaining as fair as possible. And of course, I am laying the general foundation of the game during this stage. There is a lot to put in place, and I am working alone, which is why development is taking as long as it is.

As of now, there's one boss for each sector (excluding the final boss), less than 10 enemy types, about 10 passive items, 4 different sub-sectors, and a few ships to choose from.

Many things still need to be balanced to get the gameplay feeling just right. Most of the sound and music still needs to be integrated, and the visuals are undergoing refinement, so the game does not yet have the "feel" that it will have later. There are also other aspects of the game that aren't as polished as they're going to be in the future.

The more feedback I get from players, the more I can shape the experience into a better game.”

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

“I don't think I'm going to change the price before version 1.0 (after Early Access). I plan on raising the price as new content gets added. The price will reflect what I believe the actual value of the game to be.”

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

“You can provide in-game feedback through the pause menu, the Steam community hub, contact me on social media, or via my website. (All links listed on this page, in the collumn on the right.)
If you have any questions or concerns, please contact me using one of those methods. I'd love to hear from you.”
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About This Game

Red Sector blends the roguelike elements of randomness, difficulty, and perma-death with twin-stick shooter combat to give you a fast-paced, difficult, and varied experience.

Features:
- Fast paced, twitch-arcade-shooter combat
- Neon-lit space aesthetic
- Randomly generated maps, items, enemies, and more
- Unforgiving boss fights
- Developed by a single person, so the game will always stay true to its original vision

Please read the Early Access information above for details on the current state of the game, and how it's going to improve over time.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Intel Core i3-2340UE or equivalent
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 510 or equivalent
    • Storage: 600 MB available space
    • Sound Card: If you're into listening to things

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