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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Binnenkort in vroegtijdige toegang

De ontwikkelaars brengen dit spel uit terwijl er nog aan gewerkt wordt en gebruiken de feedback van spelers bij de ontwikkeling.

Opmerking: Spellen in vroegtijdige toegang zijn nog niet voltooid en kunnen nog veranderen. Als je niet staat te springen om dit spel in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

'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.'

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

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

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

'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.'

Wat is de huidige staat van de versie met vroegtijdige toegang?

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

Zal het spel anders geprijsd worden tijdens en na vroegtijdige toegang?

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

Hoe zijn jullie van plan de community te betrekken bij het ontwikkelproces?

'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.'
Meer informatie
Dit spel is nog niet beschikbaar op Steam

Geplande uitgavedatum: 4e kwartaal 2026

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Over dit spel

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

Informatie over door AI gegenereerde inhoud

Zo omschrijven de ontwikkelaars hoe hun spel AI gebruikt om inhoud te genereren:

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!

Systeemeisen

    Minimum:
    • Besturingssysteem: 10
    • Geheugen: 4 GB RAM
    • Opslagruimte: 400 MB beschikbare ruimte
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