A modernized rogue-lite ASTEROIDS with hella smooth arcade gameplay.
[ Steam | Cheerful Ghost | PC Demo ]
Starship Rubicon is a modern take on the classic space shooter genre. It’s a smart and challenging rogue-lite that features a unique control scheme, pixel art remixed with real NASA photographs, and an existential crisis about who is REALLY the monster.
“While the basic gameplay doesnt look like much (Just flying around in space, killing enemies), the way HOW they structured this game and how the movement/navigation feels makes all the difference. The game is perfectly tuned for that “just one more round”-attitude since no stage takes more than 3-5 minutes, which also alleviates my biggest issue with open world games that use similar combat schemes. … Here, every encounter is a fight for life and spoils, incredibly rewarding and equally tense.”
Toma at Neogaf
“Starship Rubicon, to my surprise, combines the nostalgia of old arcade shooters with the complexity of modern space simulators to create an altogether amazing game that will have you playing, and dying, for hours on end.”
“On the surface, Starship Rubicon looks like a basic arcade style space shooter with some roguelike elements. Underneath there are a lot of fun mechanics that will feel familiar to experienced gamers. It would be easy to simply call this game a mashup of many other titles, but that wouldn’t do justice to what Starship Rubicon delivers.”
True PC Gaming
“Starship Rubicon is like FTL, Asteroids, and Luftrausers all got busy inside of a wool sleeping bag.”
Indie Game Bundles
Turns out that just putting your game up on the internet (even if it’s free) doesn’t mean people can find and play it. Therefore, when Cheerful Ghost approached me mid-2014 about publishing a redux’d version of Rubicon (below), I jumped on it as a chance to get the game to a wider audience (weird, selling something gets it in front of more people than giving it away for free?) and to implement the roguelite campaign mode + bosses I had to cut for the original release. I also played Luftrausers in the intervening time and learned a lot about 2D flight juiciness; I tweaked the core gameplay accordingly.