A re-imagined version of the classic Asteroids® as a single or local multiplayer shooter. Dodge and strafe your way to victory against insurmountable odds. Compete on the global Leaderboards using either modern "Twin-stick" or classic "Tank" controls, and see how you stand up to the best pilots.
All Reviews:
Positive (13) - 100% of the 13 user reviews for this game are positive.
Release Date:
May 26, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“There are many features that I would like to still put into the final version of Solaroids. Some of these are already planned and partially developed. I would like to also include ideas and feedback from the gamer community along the way to help drive the direction for the final product. By joining in early and showing support, players will be able to help shape the final release before too much is set in stone. My expectation is that when completed, Solaroids: Prologue will have evolved to just Solaroids.”

Approximately how long will this game be in Early Access?

“As I am a solo part-time designer/developer, it may take longer than a studio, but expect continuous updates to Solaroids during early access.”

How is the full version planned to differ from the Early Access version?

“Plans for the full version of Solaroids include but are not limited to the following:
  • On-line multiplayer
  • Non-split screen local multiplayer
  • Global/player options - complete
  • Leaderboards - complete
  • Achievements - complete
  • Three difficulty modes
  • New elements:
    • Hazards
    • Enemies/Bosses
    • Power-ups
    • Environments
  • "Neon-style" mode
  • 16-bit styled mode
  • New soundtracks
  • Potential story mode
  • Many more game play tweaks/enhancements

There is a wealth of history in the modern and retro-gaming communities, and I am looking forward to taking in the feedback and ideas out there that fit well with an Asteroids® styled game. Please share!”

What is the current state of the Early Access version?

Solaroids as a prologue is fully playable and polished as it is on many fronts, and the bar will continue to be held high as it is further developed to its full potential.”

Will the game be priced differently during and after Early Access?

“While I don't anticipate changing the pricing structure for Solaroids significantly, I expect that as more content becomes available the price could likely increase.”

How are you planning on involving the Community in your development process?

“By actively engaging players using steam community features, solaroids.com, and other forums/hubs.”
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Recent updates View all (31)

May 13

Early Access V1.2.4.4 - HUD Improvements!

Greetings pilots! A potpourri of new features and corrections for this release, but mostly centered around enhancements to the HUD.



Many of you will be happy to know that Solaroids now has a health bar for player ships. Previously the amount of smoke and sparks emitting from your ship was the health indicator, and was meant to be a soft indicator, introducing a little uncertainty to whether you really can take another hit. But by popular demand, the ships computer system has been upgraded to be able to take more precise measurements of the hull integrity. I've decided to introduce an inner ring just inside the current reticle, allocating the back half to health. As you take hits, this "bar" will shrink from both sides and the color will go from happy green through yellow and orange to unhealthy red. I expect this will also help to get a better understanding of how much damage different hazards and enemies inflict.

But wait, that's not all. Since I've allocated a whole new ring to the reticle, why use it all for health when I can use the front semi-circle area to add another requested feature... Ammo indicators. Rather than having to always glance back up to the corner of the screen to assess what kind of ammo you have available and about how much, I've added some mini ammo "bars" for all three weapon types: primary, secondary, and defensive. The area is divided up into thirds, with primary front and center, secondary to the left, and defensive to the right. Each is color coded based on the weapon slot, and in the case of Xbox controller users playing with the default classic controls, also matching the colors of the controller buttons they are assigned to.



Following with the interface changes theme, I've added some additional indicators to help provide additional useful information.

First, Whenever the multiplier moves by a whole increment, an indicator will be shown near the player ship. The multiplier goes up incrementally as you destroy things, down incrementally when you're not destroying things, and by a lot when you take damage. Now you'll see these changes as the multiplier goes up and down.

Second, most things have a score adder associated with it, and that score is further adjusted by your current multiplier. In this version, the final score adder will now show up at the point where the score was accumulated. This also helps to see the exact score value for point pick-ups since I don't show the exact value on the pick-up itself, but you're guaranteed the points are at least that amount. I expect to add an option in the future to turn showing score adders on/off if it's too distracting - let me know.

Finally, how many times have you started flying towards a power-up only to find it "expire" in a pop of sparks right before you're about to pick it up. This last feature is for you. Now a count-down timer will show up near the power-up/pick-up if it has less than 10 seconds before it expires, giving you a chance to decide if you've got the skill to swoop in and grab it in the nick of time.

A huge thank you to twitch streamer Drakkett and his devoted community for testing out many of the above features last weekend and for the great feedback in shaping them!! Also, many thanks to Ultra C for taking Solaroids for a spin on their YouTube channel and providing feedback/bug-reports.



Work continues on Vector Mode as well. With this version, the configured player ship colors are now rendered, which includes incorporating the player stripe color into the missile fins. Power-up icons now render at the correct size in the HUD as well. Like I've mentioned before, Vector Mode is still very much an experimental feature and is incomplete. Reticle, fonts, and other bits are still missing and/or incomplete.

Come visit us in real-time on the recently Discord approved (Solaroids Discord Server) and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet. Also, don't forget to sign up on my Early Access Page to be notified at full launch across all platforms.

Cheers and happy blasting!

Chad (kiates)

New Features
  • Vector mode now supports player primary and secondary colors. You'll be able to tell each other a part when playing with friends again.
  • Added a Max Multiplier statistic, which replaces the less useful Small Asteroids Destroyed stat in the statistics display.
  • Added a Discord menu-item to join the growing official Discord server. You can always join using https://discord.gg/solaroids.
  • Add an audio/visual cue to the larger mines. They now chirp and the center light will blink faster the closer you get like the small mines. However, the distance is further.
  • Add a heath "bar" to the reticle. It is displayed in the back half of the reticle and decreases in size and transitions to red as you take damage.
  • Add primary, secondary, and defensive weapon ammo indicators to the reticle. These are shown in the front half of the reticle, and are color coded to the weapon slot type. For example, primary=green, secondary=blue, and defensive=red.
  • Adjust mouse idle time from 2 to 3 seconds. When the mouse goes idle (isn't moving), the ship will orient to face the direction you are thrusting for cruising as opposed to strafing mode.
  • Added indicators for when multiplier changes (in integer increments). When the multiplier goes up the new value is shown in green at the player ship's location. When the multiplier goes down by 1x (usually due to normal multiplier decay) it will show the new value in orange. When the multiplier drops significantly (due to taking damage to your ship), the delta is shown in red.
  • Added indicators for score adders. Now when something of value grants you points, you'll see the actual total points awarded (with multipliers accounted for).
  • Added indicators to power-ups that are about to time out. When a floating power-up has 10 seconds or less before it will be removed from the game, you will see an indication of the time that remains.
  • BETA and VECTOR MODE IS EXPERIMENTAL text is now less in your face when playing.

Issues Addressed
  • Fix issue where having keyboard and gamepad bound to player one doesn't toggle the PRESS # FOR KEYBOARD / CONNECT CONTROLLER messages for other players.
  • Fixed issue where up on the D-Pad was switching the theme when trying to pick your secondary (stripes) ship color.
  • Fixed issue where ship would briefly stop tracking the mouse target when flying in certain parts of the arena. This was at seamless wrap points.
  • Fixed an issue where some components of a boss were not granting the intended score value.
  • Fixed an issue with rapid fire where when picking up one it finishes firing the last burst of 5 (mis-fires).

Known issues
  • Vector mode is still very much an experimental mode. For example, the Reticle still has issues. No support for fonts, and power-up shapes are not optimized.
  • Borderless window option is only implemented for Windows right now.
  • Disconnecting an external audio device being used by the game will cause a crash/freeze on Linux/OSX.
  • Some options and more recent prompts are English only or machine translated right now. If machine translated, they are indicated with an asterisk (*).
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May 1

Monthly High Scores - April 2019

The end of April marks the first complete month since the periodic leaderboards were added. The competition was pretty fierce resulting in two new all-time high scores and the emergence of a new top player using the Classic control scheme.



Congratulations to Grey Wolf for a zero to hero show, and Flu Orid, the reigning champion for some time, for putting up a good fight to try and hold the title!

Talking to Grey Wolf on the (Solaroids Discord Server) a few days prior to the achievement, it sounds like they play inertia based shooters almost exclusively, and have spent a lot of time honing their piloting skills playing the famous Subspace.

Come join the (Solaroids Discord Server), exercise some much needed bragging rights, say high to other players, share some tips, and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet.

Sign up my Early Access Page to be notified at full launch across all platforms, not just Steam.

Hope you all had a good April and I look forward to what May will bring!

Cheers and Happy Blasting!!

Chad (kiates)
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Reviews

All the right elements for an addictive shmup: In the end, Solaroids: Prologue has everything a hardcore shoot ‘em up fan could want in order to keep themselves busy for many hours. The controls are snappy, the graphics are nice, and there are enough levels to have fun with for days.”
4/5 – Softpedia

“Solaroids is a refreshing twist on the classic Asteroids.”
IndieCade

“I wasn’t asking for a game that turned Asteroids into a twin stick shooter. But this game makes the argument that I should have been, cause it’s kind of awesome.”
HOGuru

About This Game



Fly solo, or with up to three of your friends, against a seemingly insurmountable threat that is after your precious sun. Defend your solar system in a Campaign that progresses from tame introductory levels to epic high-octane space battles that will challenge even the most experienced pilots.



As the campaign progresses and the threat continues to grow, so will the kinds of weapons at your disposal. Perform advanced maneuvers while dodging asteroids, mines, and enemy missiles, as you upgrade the capabilities of your ship and rack up higher and higher scores. Keep your ship and outrider attachments in good repair, or watch your precious power-ups float off into the darkness of space for the taking.

Solaroids: Prologue will continue to evolve with input continuously gathered from players in the community, as it makes its way to an official release as Solaroids!

Current Features

  • Classic Asteroids® style game play
  • Huge wrapping arena
  • Wide assortment of power-ups and threats unlocked throughout the levels
  • Forward and reverse thrusters
  • Primary, secondary, and defensive weapons
  • Customize primary and secondary player ship colors
  • Reticle indicating location of items of interest including enemies and players
  • Damage system based off physical, mechanical, and electrical properties
  • Up to 4 local players
    • Join at any time
    • Unlimited credits (configurable)
    • Cooperative or not - you decide (configurable)
  • Game modes (current):
    • Campaign - Defend your solar system from the impending threat
    • Free Play - Provides instant and insanely intense action (unlockable)
  • Separate local and global leaderboards for both First Credit and Any Credit high scores
  • Original soundtrack with support for Steam music
  • 4K+ resolution support
  • 60Hz-240Hz+ support
  • Configurable controls:
    • Classic
    • Hybrid (single-stick)
    • Modern (twin-stick)
  • Supports common controllers:
    • Keyboard
    • Xbox 360/One
    • Dualshock 3/4

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® 7/8/10/Vista
    • Processor: Intel Core 2 Duo 1.8Ghz or equivalent
    • Memory: 3 GB RAM
    • Graphics: DirectX 9.0c compatible (Shader Model 2.0)
    • DirectX: Version 9.0c
    • Storage: 170 MB available space
    Minimum:
    • OS: OS X Snow Leopard (10.6)
    • Processor: Intel Core 2 Duo 1.8Ghz or equivalent
    • Memory: 3 GB RAM
    • Graphics: OpenGL 2.1 compatible
    • Storage: 140 MB available space
    Minimum:
    • OS: glibc 2.15, 32/64-bit
    • Processor: Intel Core 2 Duo 1.8Ghz or equivalent
    • Memory: 3 GB RAM
    • Graphics: OpenGL 2.1 compatible
    • Storage: 150 MB available space

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