Grind PvE mode by trying to survive vrs 69 npcs's and defeat meme boss's to lvl your way through 69 tiers of the skill tree, while collecting resources to refine and build out your base so you can Rekt Noobs in PvP mode with powerful upgrades. Compete in 69 day seasons to prove your no scrub!

로그인하셔서 게임을 찜 목록에 추가하거나, 팔로우하거나 또는 제외로 지정하세요.

앞서 해보기 게임

지금 바로 플레이할 수 있습니다. 게임이 개발되는 과정에 참여하세요.

참고: 앞서 해보기 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 게임의 현재 상태가 흥미롭지 않게 느껴진다면, 개발이 더 진행될 때까지 기다려 보세요. 앞서 해보기에 대해 자세히 알아보세요.

개발자의 한마디:

왜 앞서 해보기를 진행하나요?

“- Development of Space Scrublords began in mid Jan 2025. Currently the game is very much in an early alpha state, where many of the core features, mechanics, and systems are under development and not yet playable. During Early Access I offer the chance for early play testers to not only follow the development process through my discord, but help find bugs, and provide feedback on the games mechanics and balance.”

얼마나 오래 앞서 해보기를 진행할 계획인가요?

General Roadmap:
MASSIVELY IMPORTANT NOTE: the timeline below is a very ROUGH idea, based on me working as a solo dev on this project fulltime 7 days a week. It may take longer, or shorter for each of the phases below. I've outlined them as a general idea of my goals to achieve before I leave early access, and these should not be considered promise's or commitments. Dev work is hard. Dev work is unpredictable. Things change. Life happens
My current GENERAL (giving timelines is really hard...) planned roadmap is:
- Q2 2025: "Core Foundation Phase" - continue work on base core features of game, like finishing all code for abilities, resource usage, base building modes, season tracking, quest mode etc to make the game have all necessary features for single player modes.
- Q3 2025: "Network/Multiplayer Phase" - focus on on server set up, and coding to handle online/multiplayer modes. Connect user accounts to their Steam account. And provide linking of their game account to their discord account.
- Q4 2025: "Cosmetics/Visual Assets/Final Polish Phase" - focus on cosmetics/shop system. Replacing 3d model primitives with actual 3d models/skins/assets. Finalize animations/effects/sounds.

So my goal is to leave Early Access at that point. And from then on spend my time designing major balance patches for the next season, handling minor mid season balance patches that become necessary as the player base develops new meta's, expanding cosmetics, creating special limited time game modes, and adding more content/features/expanded game modes to the game.

Current Time Investment/Update Cycle:
- I'm working on this game literally 7 days a week, from the time I wake up till I goto sleep every single day, with new releases/updates published constantly, sometimes everyday, so it's a very exciting time to get involved in the Early Access process. And I'm reachable via my discord, as long as I am awake.
- I figure this is worth noting, as most often, small solo Indie dev's are only working part time on their games, investing 2-10 hours here and there with long breaks in between. Which i've always found really annoying as a player. With my much larger time investment it means the rate of change of my game in early access will be much faster than what many players are used to. For some this might be great, for others, it might be too much to keep up with, and they may prefer to only check in once in a while, or waiting till I leave Early Access and the rate of releases/updates slows down.”

정식 버전은 앞서 해보기 버전과 어떻게 달라지나요?

“- The features that currently don't exist yet, and that I deem necessary to leave Early Access and goto full version are as follows:
  • special abilities coded
  • abilities consume resources (and for that to be "balanced enough" to get started)
  • quest mode
  • base building mode
  • more ui's for game settings
  • seasons
  • network code
  • multiplayer pve and pvp modes
  • cosmetics shop & character customization (selecting your cosmetics)
  • 3d models, animations, asset polishing (game currently is using primitive shapes for many models)
  • decently enough balanced player progression vrs time investment and player strength vrs point in progression to get started

앞서 해보기 버전은 현재 어떤 상태인가요?

Current Game State:
- In the games current state at the time of writing this (mid april 2025), the game is only playable basically as a "demo" with single player Arcade and Perpetual modes. No online functionality yet. Much of the art/assets/3d models are basic primitive's used as placeholders while the code functionality is being developed. Ship base abilities exist, but special abilities have not yet been coded. Main and Sub roles exist, and the Skill Tree system is functional, but will need balancing based on feedback. While resource collection exists, having abilities consume resources to use is not yet functional. The base building portion of the game, has not yet even been started to be coded yet. Cosmetics/character customization systems have not yet been implemented. And "seasons" will not officially start until the game leaves Early Access (but at some point, will be added in during Early Access, however any seasons during Early Access will be considered test seasons, and historic records/logs of them will be wiped and we will restart at season 0, once the game leaves Early Access)

Game Balance/Progression vrs Player Time Investment Goals:
- Game balance is constantly being tweaked, adjusted, and experimented with as I go through the process, change things, and collect time investment data during playtesting. Atm the initial idea is to balance the game around it taking roughly "169 playhours" to 100% everything each season, since each season will have partial "wipes". But as I'm very early in the process, that is very much subject to change (if so it would likely be less, not more, Im not looking to make this into an "mmo grinder" type time investment). Im looking to create an experience, where the early phase your weak, and really feel the need to earn some progression and git stronger. And with a low time investment of maybe around 10 hours, you get to the point where you feel you have enough early strength to have overcome that "early struggle" enough where now your grinding out progression, and enjoying discovering new abilities/stronger stats. I hope that I can get the balance so that by the mid game, you feel that now you can really just focus on farming out resources to enjoy customizing your base and unlocking the enhanced powerups from that, or just running through PvP runs often and enjoying the competitive state of PvP while you see how far you can go this season.”

앞서 해보기 기간 전후로 게임 가격이 달라지나요?

Pricing After Early Access:
- Post early access pricing is to be determined so below comments are subject to change.
- My general idea atm is:
  • maintain a low base cost (or maybe even free) for the game itself, and mechanics/game balance where everything in the base game is achievable without any in game shop purchases.
  • maintain a cost for in game currency purchases, where purchasing in game currency is an option, not a need, for players who want to customize their cosmetics or boost their progression each season more rapidly.
  • maintain optional season pass's post early access, where season passes provide increased rate of progression for players looking to get to end game faster, or invest less play hours each season to reach end game from farming.
  • increase potential game revenue post early access by increasing available cosmetic options, and managing seasons in a way that makes them attractive enough to participate in and maybe buy season pass's for.

개발 과정에서 어떻게 커뮤니티와 소통할 계획인가요?

How To Join the Community, Get Involved, Track Progress, Report Bugs, Make Suggestions:
- Community: join the games Official Discord to chat with other Early Access players, or the dev himself.
- Ask Questions: in Discord, I keep an FAQ covering most basics of the game, and you can ask anything in the game-questions room or gen chat. (keep in mind, if I'm chatting in discord all day, I'm not able to code, so if I don't always answer, ask other members of the community)
- Track Updates: in Discord, I post my change log where you can keep up on all changes made to the game. Or you can assign yourself the "Alpha Tester" role, to get Dev Announcement pings for new game updates that add core/important features.
- Report Bugs: in Discord, I use a bug-reports forum, to keep track of anything players find that needs investigating/fixing.
- make Suggestions: in Discord, I use a feature-requests forum, to keep track of any suggestions made by players.”
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Space ScrubLords 플레이

 
모든 토론 보기

버그를 신고하고 게임 토론에 피드백을 남기세요.

게임 정보

GAME IS IN DEVELOPMENT!  DOWNLOAD TO JOIN THE ALPHA TEST!  JOIN THE DISCORD TO FOLLOW PROGRESS, MAKE SUGGESTIONS, AND SUBMIT BUG REPORTS!

Are you a Scrub?  Do you need to git gud?  Do you find yourself constantly getting rekt by enemies?  Have you always wished you could have a toxic bot follow you everywhere and talk trash letting you know how bad you suck?  Noice!  

Space Scrublords is for you!  In this fast paced Indie Action Arcade Hybrid meme of a game, you'll balance your time between PvE and PvP modes, trying to survive bullet hell like farming runs to collect coins you'll use to climb your way through a 69 tier Skill Treegather resources to refine and use them to build your space base, oh... and... you'll die... a lot.

Select a combination of Main (dps or tank) and Sub (special: hook, emp, bomb) roles to access different stats and abilities within the games Skill Tree progression, and queue up for a a fast paced run through various game modes.

- PvE mode: fight 69 Npcs as they lvl up, outscale, and overwhelm you, to collect coins, prestige points, and resources you'll need to git stronk, build your base, and participate in PvP modes.  Choose game modes like:

  • Arcade: where you'll try to make your way to defeat 9 meme inspired boss's and earn 69 prestige points each run.

  • Perpetual: where you can test how stronk you are, and hone your mechanical skills to see how long you can last before the NPC's stats outscale your's and you git rekt.  Maybe with enough practice, you'll grow some hands.

  • Quest: where you'll complete challenges to try and rank in the seasons leaderboards.

- PvP mode: think you got the skillz?  wanna rekt some noobs?  ready to pwn your enemies and collect their tears so you can meme on them with a stack of their death badges proving you've killed them more times than you've ever touched grass?  Well... go farm up enough rss in PvE mode first, to spam your abilities faster than a script kiddie with an auto clicker, then queue up in fast paced PvP matches and work with your team to destroy the enemy and prove who the scrubs really are.  If you get rekt, go back to PvE mode and train them hands to hone your kiting skillz and skillshot accuracy.  Or grind rss to upgrade your base and unlock powerful upgrades.

- Base Builder:  Collect asteroids to gather resources in every PvE run, so you can refine them into materials to build out a custom space station base, where you'll upgrade machines to craft improved ammo, gun power ups, and more to git stronk!

성인 콘텐츠 설명

개발자의 콘텐츠 설명:

- core content involves playing as a Space Ship that shoots and destroys NPC aliens, and other player's ships.
- game openly uses cursing and foul language in text and audio.
- this game has an "ai companion" to the player that frequently and flippantly talks trash to the player, such as telling them to "git gud" or "git rekt", which some players may find toxic or offensive. this feature can be disabled.
- game is full of meme reference's to the number 69.
- game contains a non detailed skin/model for bullets shot from ship that resembles male genitalia.
- game glamorizes defeating/destroying enemy players with toxic gamer speech/terms such as "scrub" and "trash".
- game utilizes rainbow color schemes that those suffering from insecurity may find offensive.

시스템 요구 사항

    최소:
    • 64비트 프로세서와 운영 체제가 필요합니다
    • 운영 체제: Windows 10 version 21H1 (build 19043) or newer
    • 프로세서: X64 architecture with SSE2 instruction set support
    • 메모리: 8 GB RAM
    • 그래픽: DX11, DX12 or Vulkan capable GPUs
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    • 저장 공간: 4 GB 사용 가능 공간
    권장:
    • 64비트 프로세서와 운영 체제가 필요합니다
    • 운영 체제: Windows 11 21H2 (build 22000) or newer
    • 프로세서: X64 with Multicore
    • 메모리: 16 GB RAM
    • 그래픽: DX11, DX12 or Vulkan capable GPUs
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    • 저장 공간: 8 GB 사용 가능 공간

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