The ARPG vertical shmup you've been waiting for! Both genres are combined into an explosive mix of firepower and action. Upgrade your ship. Use your tech skills wisely. And dominate the skies! This is a work-in-progress passion project! ETA November '26!

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Kommer snart i tidlig adgang

Udviklerne af dette spil har planer om at udgive det, mens de stadig arbejder på det, og udvikle det med feedback fra spillere.

Bemærk: Spil i tidlig adgang er ikke færdige og ændrer sig måske eller måske ikke yderligere. Hvis du ikke er begejstret for at spille dette spil i dets nuværende tilstand, bør du vente og se, om spillet bliver videreudviklet. Læs mere

Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“Lightyears of Fervent Warfare is a passion project by a one-man dev team. It is an experiment in combining gameplay mechanisms and features from my favorite genres, as well as suggestions from the community. This means that the game will change during early access, while the core gameplay remains the same. I feel that Early Access is a great way for me to be able to involve the players in my development process.”

Hvor lang tid vil dette spil være i tidlig adgang?

“I plan for LoFW to remain in early access for one to two years.”

Hvorledes kommer den fulde version til at være anderledes end produktet i tidlig adgang?

“I am planning for the full version of LoFW to contain a mission structure and crafting. These new features would be implemented on a basic level during the Early Access phase and expanded based on feedback from the community. I also plan to implement additional features, based on community suggestions and polls.”

Hvad er den nuværende tilstand for versionen med tidlig adgang?

“The early access version already has controller support, 12 unlockable and upgradeable skills, and a scoring system with high scores.”

Ændrer spillets pris sig under og efter tidlig adgang?

“I plan to gradually raise the price as we ship new content and features. But not by large amounts.”

Hvordan har I tænkt jer at involvere fællesskabet i jeres udviklingsproces?

“I would love to involve my community on Discord and the Steam forums. Through these channels I hope to hear bug reports, suggestions and feedback, for me to improve my game. I am also active on Reddit and Twitter.”
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Planlagt udgivelsesdato: 4. kvartal 2026

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Om dette spil

What is Lightyears of Fervent Warfare?

Lightyears of Fervent Warfare (LoFW) is a passion project that could primarily be considered a cross between an ARPG and a vertical shoot-em-up, so I like to call it a mash-shmup. I also love many other genres, and some of their DNA will be found in LoFW. Being a passion project means that the game will be constantly developed (it's very therapeutic!), so expect changes and improvements according to feedback from the community.

LoFW's Feature Set

Some features, with more to come (I'm open to suggestions!):

  • Unlockable and upgradeable ship tech that packs a punch

  • Bullet time!

  • Bullet ricochets

  • Grungy player ship armor

  • Enemy ship armor

  • Procedurally generated levels

  • Missions

Meddelelse om AI-genereret indhold

Udviklerne beskriver spillets brug af AI-genereret indhold sådan her:

As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.

I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.

This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.

Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!

Systemkrav

    Minimum:
    • Styresystem: 10
    • Hukommelse: 4 GB RAM
    • Diskplads: 400 MB tilgængelig plads
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