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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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„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.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

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

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„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.“

Was ist der derzeitige Stand der Early Access-Version?

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

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

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

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„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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Dieses Spiel ist noch nicht auf Steam verfügbar

Geplantes Veröffentlichungsdatum: 4. Quartal 2026

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Infos zum Spiel

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

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

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!

Systemanforderungen

    Mindestanforderungen:
    • Betriebssystem: 10
    • Arbeitsspeicher: 4 GB RAM
    • Speicherplatz: 400 MB verfügbarer Speicherplatz
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