DRONE SMUGGLER is an old-school, top-down space shooter with ship customization, randomly generated levels & obstacles to navigate/destroy, and thematic sounds that seek to capture some of the magic of classic video game music & effects. Battle shadespace hazards and fight for the HIGH SCORE!
Expérience de jeu | Early Access Trailer
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Jeu en accès anticipé

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Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« DRONE SMUGGLER is being released as early access because it is a passion project of a single developer. The game is already fun and offers plenty of replay value in its current state, and has a well-defined roadmap for the features that will make it into the final game.
The developer will use the Early Access period to collect feedback from players to help steer the final implementation of those ideas into the game and to help prioritize improvements. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« It's hard to say for sure. My best, conservative estimate is approximately a year from EA release (roughly Autumn of 2026). Community engagement and feedback (or lack thereof) will play a large role in determining this. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« The planned full version would differ from the Early Access version by building upon the existing Arcade Mode (see "What is the current state of the Early Access version?" response for more on this) to add additional features to that mode as well as the option to play in other ways.

Without making any specific promises regarding features that may or may not make it into the final product, the vision for the full version of DRONE SMUGGLER is a game that would include Arcade Mode as a more freestyle way of playing for shorter sessions and a second "career" mode more focused on the player progressing through the game to unlock upgrades for their ship.

Planned Arcade Mode improvements:
*- Power-ups or repair kits that are dropped by certain enemies/hazards when the player destroys them
*- Better tracking of past play sessions and stats - things like... highest combo achieved, how many ships of each type destroyed, how many asteroids of each type destroyed, and other fun stats tracked and preserved across sessions for a limited number of ships (10 highest scoring ships or something along those lines)

Planned Privateer Mode (career mode) improvements:
*- A procedurally generated region of space with different systems and space stations rigged for DRONE broadcast, allowing the player to revisit those areas and play through similar, but never quite identical, versions of the same level more than once
*- A multi-tiered, procedurally generated upgrade system that allows the player to find synergies between different modules installed in the ship, building to enhance strengths and minimize weaknesses
*- NPC entities for the player to interact with through text/dialog options
*- Contracts that give each level a logical stopping point (other than destruction of the player ship) for that level when completed

Ideas for improvements which may come to the game and impact both modes:
*- Additional background music and ambient/atmospheric sound effects
*- At least one more »

Quel est l'état actuel de la version en accès anticipé ?

« Arcade Mode is playable and the game launches to a splash/loading screen and followed by a new level. Levels are 2D spaces made up of scrolling, looping background artwork and the space objects that spawn there. Each arcade level has four different three-color palettes assigned and the background, enemy space objects, and the player's ship all take their color from these.

The player's ship has 4 attributes - speed, agility, power, and hull - and all enemy space objects (ships, asteroids) have their own attribute values as well. These values are used in calculating the ship's behavior and the score received by the player when the player destroys the object.

The player's ship attributes, ship name, game settings (accessible via Options in the pause menu) as well as the high score and the name of the ship that set that high score are all saved to the player's user directory and loaded each time the game is launched.
 »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Yes, the plan is to gradually raise the price as new content and features are shipped. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« I plan on being active in the Steam Community forums for the game to help identify and prioritize features for updates and bugs that need fixing. »
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À propos de ce jeu

DRONE SMUGGLER is an old-school, top-down space shooter with a few fun modern twists. DRONE SMUGGLER puts you in command of a shadespace DRONE (Deep-shade Remotely-Operated Nanowave Encryption) ship with one objective - SET THE HIGHEST HIGH SCORE! Customize and pilot your data-smuggling vessel through increasingly-populated-and-dangerous shadespace routes and use your ship's characteristics to out-maneuver, out-wit, or out-gun enemy ships while avoiding other shadespace hazards.

DRONE SMUGGLER is meant to reproduce the feelings of the best re-playable arcade-y classics while adding to classic formulas through procedural upgrades and scenarios that evolve as your gameplay does.  The core of the game is your ship (which you can name each time it is destroyed) and its four attributes:

SPEED determines the maximum speed the player's ship can accelerate to. In enemy space objects, it determines the vertical speed of the object.

AGILITY determines how quickly the player's ship can accelerate or decelerate. In enemy space objects, it is factored into the rotational velocity of asteroids but does not currently have an effect on ship mechanics. Ship engine noise is modified by this value to give higher-agility ships a distinct sound.

POWER determines how quickly the player ship's projectiles travel as well as how much damage an enemy space object takes when one of those projectiles collides with it.  It has the same effect on enemy ships but does not affect the behavior of asteroids at this time.

HULL determines the amount of damage the player's ship, as well as enemy space objects, can take before they are destroyed (when they reach a damage total higher than the value of their hull attribute). 

The initial early access release has just a basic arcade game mode, but a full career mode, called Privateer Mode, with roguelite (emphasis on lite) procedural upgrades and challenges will be implemented for the full release.  Full controller support is planned and already in development, and some controller functions for gameplay are already in place (it's a lot of fun to play with controller rumble for flight feedback.  That said, as of Early Access release, the game features randomly generated levels with basic ship customization, so there's plenty of replay potential already.

See you in shadespace, pilot! o7

Configuration requise

    Minimale :
    • Système d'exploitation : Windows 10
    • Processeur : 2 or more cores, 2.5GHz or faster
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : 2+ GB VRAM
    • Espace disque : 2 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Windows 10/11
    • Processeur : 8 or more cores, 3GHz or faster
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : 8+ GB VRAM
    • Espace disque : 2 GB d'espace disque disponible

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