This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
zX - Hyperblast
November 13, 2014 - Karuji

So we just got Greenlit!
Thank you guys so so SO much for all the support and encouragement.
You folks have been so rad with your support.
Hope you all have a fucking good time with the game when we're done :D

August 19, 2013 - retroFuture

Fixed an error when completing the rising lava level (it never exited the stage on completion - apologies to those who completed this particularly nasty level only to have the game forget to take you back to the hub.)
Improved the random backdrop generator in Infinite Loop Mode, backdrops no longer repeat.
Tweaked logo animation in intro and pause menu.

Please note, I apologize for the poor saving system currently implemented, Julian (a much more professional coder than I could ever hope to be) is currently working on an improved and streamlined save system which will effectively save not only the standard level progression, but also Infinite Loop modes completed level scores. Currently, if the player exits a game in progress from Infinite Loop mode, the recorded score sets itself back to zero. Will notify you when this issue has been resolved.

...And thank you all for the universally positive feedback, it makes me very happy to know you all enjoy and appreciate the game.

August 11, 2013 - retroFuture

A new demo build has been uploaded. Get it here:
New features include:

Infinite loop mode added, where the player tackles as many randomly selected levels it as possible before dying.
Completed level counter added for infinite loop mode.
Reworked and improved boss encounters.
Charge attack meter.
Player momentum improved.
Adjusted and streamlined pause and options menu.
Level exit portals added to the entrance of regular levels.
Numerous bug fixes.

Enjoy :)

March 25, 2013 - retroFuture

Fixed some issues and added some features:

Player impact fx have been rework without using Game Maker surfaces, thus performance has been improved and more Gfx cards are supported.
Option and Pause menus now properly skip over inactive selections and all selections are toggle buttons.
Audio levels reworked so that music is more prominent.
2 New music tracks in the green forest levels.
Charge weapon attack a-la R-Type (hold down blade attack) which comes in 3 flavors depending on current primary weapon selection.

March 9, 2013 - retroFuture

Demo is finally ready! Apologies for the delay, but the additions, changes and bug fixes were all worth it.

Download demo here:

The demo features 11 playable levels out of the 66 total (excl. hidden levels).

Xbox and generic gamepad support has been integrated into the game. Xbox (and Logitech) settings are on by default. Generic gamepad users can change this setting in the options menu or the pause menu.

Keyboard controls can toggle between WASD (fire, blade & weapon select) / Arrow keys (movement) and Arrow keys (fire, blade & weapon select) and WASD (movement) which can be adjusted in the options menu or the pause menu.

Several new enemy types have been added.

New hazards have been added to several levels.

...and the game finally has music!

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