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AstroKill
 
 
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Platforms: PC, Mac, Linux
Languages: English
Posted
Updated
Mar 17, 2015 @ 5:34pm
May 27, 2016 @ 3:22pm

View AstroKill in the store

Store page
Recent Announcements View All (4)
Greenlit! (and new screenshots)
New gameplay video featuring a black hole and the Gravity Shield
Description
Release date: Early 2016
AstroKill is a space-shooter that combines intense dogfighting with realistic, zero-G physics. Space, bullets, explosions, and Newton's first law are on full display. Battles are fast-paced and cutthroat.

Machine guns, homing missiles, and good ol' flak
Weapons in AstroKill deliver old-school, fast-flying chunks of metal down range. Projectiles fly endlessly as long as hitting a target is a possibility. That means, your effective range is virtually infinite. Bullets damage ships based off their impact-angle. Sharper angles do more damage. If the angle is shallow, the bullet will ricochet off its target, possibly hitting another target. Some projectiles are explosive rounds, like those fired by the 60mm flak cannon. Flak ammunition automatically explodes when in proximity to a hostile, doing both area damage and applying a radial force to all nearby objects. Homing missiles automatically lock on and intercept enemy targets.

Old-school violence
Pilots in AstroKill are fair game after you destroy their ship. You'll find them helplessly flying through space in the midst of battle. Chase them down and finish them off!

Realistic thrusters
Each thruster moves your spacecraft by applying a linear force to it via Unreal's physics engine (PhysX). Thrusters can be damaged by projectiles, rendering them ineffective while they reset. When braking, thrusters are fired automatically by the flight-control system to bring your ship to a stop. While true to real-life physics, the controls in AstroKill remain intuitive and easy to learn.

Challenging AI
The AI in AstroKill provides a very challenging experience without breaking any of the established game-rules. Meaning, the AI must control its thrusters, rotate its ship, and fire its weapons under the same constraints experienced by the player. Because its playing by the same rules, its movements are very human-like. The AI can be tuned to behave like a beginner, an ace, and anything in between. Also, they can be configured to favor certain weapons over others and attack from a preferred angle and distance. They will even go Kamikaze if they run out of ammo.

Team Deathmatch
Currently, the default game-mode is singleplayer Team Deathmatch (more game-modes are on the way). Your teammates are AI-controlled fighters that will form up on their squad-leader (you) until an enemy squad is encountered. Once encountered, the AI will break out and engage targets as they see fit.

Gravity Shield
This newly implemented shield uses "negative" gravity to push projectiles away. When activated, any projectiles entering the space around your ship will be affected. Bullets will curve away from you! The shield's effect diminishes while it's active, and you cannot fire your own weapons while it's on.

Spherical minimap
The minimap in AstroKill depicts the 3D-direction of both friendlies and hostiles relative to your own orientation. For example, a hostile appearing at the top of the sphere always means its above you.

Upcoming features
The following is a list of features I'm planning to roll out in the next few months. I'll be posting regular updates on my progress. If you have any suggestions with regards to new functionality, I'd love to hear them.
  • Additional game-modes (escort missions, attack/defend outposts)
  • Deployable turrets
  • Multiplayer support
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72 Comments
andreas-hagemann Dec 13, 2015 @ 5:20pm 
Thank you, I'm very pleased to hear this !!!
bluemoon  [author] Dec 12, 2015 @ 7:13pm 
Yes, it's come along way since we posted it here. We will be releasing a new trailer soon and opening it up for early access.
andreas-hagemann Dec 10, 2015 @ 6:09am 
I'm very interested in this game and hope to play it in early 2016 !
Are there any new infos about the development status ?
systmh Nov 19, 2015 @ 2:16pm 
Dragon: Yep! It's in development and is making good progress :)
Dragon Sep 20, 2015 @ 12:37pm 
Is this still in development?
bluemoon  [author] May 8, 2015 @ 11:50pm 
robert.blane, the system specs are pretty light. I'm able to run the game comfortably on a laptop with an i7 cpu and 8GB of RAM. As long as you have a dedicated GPU and your hardware isn't super old, it should run perfectly fine.
robertblane May 5, 2015 @ 4:02pm 
What are system specs?
robertblane May 5, 2015 @ 4:01pm 
Agree with SirDannyMacFinn, bloom effect are OTT and should be either toned down or can be adjusted through graphics options. This game looks similar to PARAGON with good old eighties easthetics.
KDStudios (Dan) Apr 28, 2015 @ 11:58am 
The game looks genuinely fantastic. The combat looks like what I expect a true space battle to look like. This game has huge potential.
I'd love to be able to play this if you ever need a tester.
I've been testing alpha games for years and also feature some of them on my YouTube channel.
Voted Yes, Favourited and Following.
Seriously, good luck! I can't wait to play this.
Cokai Apr 7, 2015 @ 4:56pm 
Shiny ! :D
I love the Linux support. In the hope you will keep it, i added your game to my Linux Games Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=379532833