
Blast your way through a world of deadly robots and monstrous machines in this explosive run-and-gun action platformer inspired by '90s classics!
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About

Citadel Stormer 2 is an explosive run & gun action platformer set in a world ruled by a tyrannical AI.
Old School platformer action - Jump and dash past insta-kill traps. Blast through enemies. Collect ammo and health. Make it to the exit in one piece. And enjoy the fine balance between platforming and combat!
38 levels set in 6 unique environments - Eliminate all threats in the chemical factory, the ancient ruins, the hi-tech city, the desert base and the server facility in order to gain access to the Citadel for the final battle. Each area has it's own unique hazards and dangers that you must overcome!
40+ enemy types - These killer machines are just waiting for a chance to make mincemeat out of you! They become more dangerous and resilient to bullets as you advance, so watch out!
7 menacing bosses - Each world is guarded by a giant sentinel robot programmed to eliminate human intruders. Defeating them grants you new weapons and abilities that will aid you in achieving your final objective, destroying the AI mastermind itself!
6 different weapons - Reduce robotic foes to scrap with your tazer, submachine gun, assault rifle, shotgun, plasma canon and grenade launcher!

Full gamepad support.
Customizable keyboard & gamepad controls
Game save and load.
Old-school password system.
Catchy synth/metal music.
Classic pixel-art aesthetic.

In the 21st century, the world government began to operate under the guidance of a higher power - an artificial intelligence so advanced, it was believed to be incapable of making mistakes. Within a few years it solved humanity's biggest problems and transformed the world into a utopia. However, that era of peace and prosperity was short-lived. In an unexpected turn of events that absolutely nobody saw coming, the AI went rogue and turned on it's makers! It's army of robots plunged the world into chaos and brought mankind to the verge of extinction. But at the very last moment, when it seemed all hope was lost, a mysterious hero emerged to singlehandedly take on the AI's forces. You must now help him in his mission to rid the planet of the machine menace and shut down the AI mastermind!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Citadel Stormer 2 is a game inspired by retro PC games, and it replicates it perfectly with its graphics, gameplay and music. It even uses passwords (What I mean by this is if you lose all of your lives, you have to use a password. However, if you still have lives, you can load back where you were)! The game is challenging, but it gives you a password at the beginning of every level. So even if you Game Over a run, you can start back right at the start of the level you are currently on. You only lose your ''points'' (number of kills). I recommend Citadel Stormer 2 to everyone who is looking for a solid, challenging retro platformer with tight gameplay.
While I haven't quite been able to finish this one, Citadel Stormer 2 is a great and fresh platformer while some call backs to classic Apogee platformers of the 90s. It has a great enemy roster and weapon variety and the way they interact feels natural with it encouraging you to switch weapons to fight different enemies. The story is light but also fitting for the influences it carries and is fun and does well to set the tone. Overall Citadel Stormer 2 is a great new platformer that is well worth your time and money for its asking price.
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Hours played at review time, across 23 reviews with recorded playtime.
[i]Disclaimer: I got this game as a review copy for my [url=https://store.steampowered.com/curator/41773423-Retro-Styled-Games/]curator page[/url][/i] [h1]When there's no hope for humanity... Cobalt comes and saves the day![/h1] Citadel Stormer 2 was a quite pleasant surprise. A fun and simple pixel platformer, with clear influence from NES and SNES classics. Is it a perfect game? Not really. But no game is perfect, and while flawed in some aspects, it still was a fun ride! I definitely would have to start with the story: simple and effective. It doesn't take itself seriously at first: "Oh no! The AI we gave full access to quite literally everything in the city has gone rogue! Who could've guessed! But don't worry, this rando who showed up out of nowhere seems to be more capable than the entire army!". However, shortly after the silly premise, it really quickly takes itself more seriously. You will be retaking strategic areas of the conflict, and retrieving the necessary keys to access the citadel and stop this AI. The gameplay was... alright. It was fairly fun, though I barely used some of the mechanics, due to them not being all that fun to use (like the shield), or a bit too unreliable (I've used the dash many times and ended up falling on unexpected spikes that would insta-kill me). So I took it more slowly and methodical, and I still had quite a bit of fun for the most part! Dodging enemy projectiles while managing to hit them proved to be quite a challenge at times! The level design could feel a bit uninspired at times (specifically the end, which felt more like a gauntlet of enemies than a platforming game), or frustrating with enemies that would quite easily knock you off a platform... but even then, there (usually) was a way to manage the situation. Possibly the worst offender would have to be the weapons. At first, yeah, I switched quite a bit between SMG, AR, and Shotgun... but near the end of the game... I just sticked with the shotgun. It was more reliable than the previous two, and neither the plasma rifle nor the grenade launcher were an upgrade... so shotgun run! It made it feel a bit samey, but hitting an enemy with all 4 shotgun bullets was always satisfying, so it wasn't the absolute worst. And hey, that final phase of the final boss, while tense, was REALLY COOL! The soundtrack, while it worked, was... unmemorable. It served its purpose, but it was kind of repetitive... And well, the artstyle is, to me at least, a bit blocky, specially with the human characters. I do like how the rest looks (not love it, but still cool)... but yeah, the character designs were just a tiny bit too squared for my liking. My run of the game wasn't all sunshine and rainbows. I will admit that, at one point, I got so frustrated that I quit for the day... but I really don't regret beating it! The rough moments were not enough to destroy the experience at all, it was still fun. This game is a one person project, with no beta-testers even, so this is extremely impressive! Usually that ends terribly, but here... the final product was quite nice. Shoutouts to the Annoying Turret. Truly lives up to its title.
The visuals are very old-school, so old-school that I’m thinking that old school stole the poor graphics from this game. The sound is old-school, almost as if it was recorded using grandpa’s old bass guitar that only has one chord. The story is a copy paste from Terminator’s Skynet. The controls are clumsy and somewhat jerky. So altogether I could only describe this game as a torture, but, not a long one, as the game crashes every 3-4 minutes. [url=https://store.steampowered.com/curator/7279488-One-Grumpy-Russian/]One Grumpy Russian[/url] score 2/10 – even in 1995 this game would’ve been seen as outdated poor grade product For more grumpy reviews follow me as a curator at [url=https://store.steampowered.com/curator/7279488-One-Grumpy-Russian/]One Grumpy Russian[/url]
Really enjoying the game so far but I've encountered a game stopping bug on level World 1 Level 3A. The first electric force filed thingy never turns off. You can destroy it but the electricity just keeps going. It is impossible to get past. I tried reloading and using the password. Any way I can help? I can't play further right now. EDIT: Restarting the game fixed this bug! I've since progressed with no further issues And for the record- I've never played a game like this but am enjoying it a lot. The variety of environmental challenges & enemy variety keeps things interesting. I like the balance of ammo which keeps things just a little tense. Explosions and keys are satisfying.
[table] [tr] [th][h1] My Playthrough [/h1][/th] [th][url=https://www.youtube.com/playlist?list=PLTZKn1hLlcQPjF-uLmr2qjm4PCFmnPTU-] Youtube Playlist [/url][/th] [/tr] [tr] [td][h1]The Review[/h1][/td] [td]A very difficult retro platformer. This game is so retro that not doe this game have a lives but passwords too. the story is a simple rouge A.I takes over the world and you need to destroy it. The music is serviceable. The problem I have with this game is that it feel like the difficulty is not fair. For example, guns in this game uses ammo that sometime drop from enemies. The problem is if you die you are sent back to the checkpoint with you health restored but your ammo is not. So if you are not careful you can run out of ammo simply from retrying to often. All in all this is still a remarkable game made by a single dev. Play it if you love hard platformers.[/td] [/tr] [/table]
Citadel Stormer 2 - All Bosses With Cutscenes & Ending https://www.youtube.com/watch?v=uwRB-OrpkDI ★★★★☆ ---Graphics---★★★★☆ ---Music---★★☆☆☆ The plot is there, and that's a very good thing. Yes, it's difficult, makes you nervous in places, but there are safeties and that's a good thing. 2D lovers will love it
Great game! If you're into the old school side scrolling games like the original Duke Nukem, then this one might be the game for you. The music is excellent too! My only suggestion might be to fully integrate Playstation controls for this. It has Xbox controller support built in as well. WAY better with a controller vs. keyboard. Hopefully there will be some updates to provide a little more customization for the main character like skins, or different skin/hair colors, etc. Thumbs up!
Citadel Stormer 2: The Selected Works Review Steam Curator Page: [url=https://store.steampowered.com/curator/44858736/] Selected Works [/url] This one’s a tentative, very light recommend, and even then only for a Certain Type of Gamer. Citadel Stormer 2 has some sizeable flaws, and I did not enjoy it overmuch, and I think it’s overpriced – but there’s a solid foundation here, and talent too, and if you think you can get down with a game in this style, it might be worth a look. What is that style? As far as I can tell, Citadel Stormer 2 seems most aligned with the 90s home PC style of shooter-platformer – the DOS games that were evolving alongside, but separate from, and very different from, the arcade-inspired home console games of the same nominal genre. And, cards on the table, my hardwired preference is for that other side, those titles made under the influence of the more flamboyant, refined Japanese arcade philosophies. And that preference certainly makes it harder for me to enjoy even Platonic Ideal versions of some of the design choices in Citadel Stormer 2. Chief among those choices is the ammo mechanic. Your guns have ammo, and ammo is very, very precious; the damage each gun does is given in a bald numerical value, and that stat-driven presentation foreshadows exactly calculating, how mathematical you need to be with every single shot you take; you only feel powerful in Citadel Stormer 2 when you’ve got a healthy stack of ammo, and that’s not very often, and never for very long. I’m not a fan of this mechanic, and actually, I don’t think that’s just because of my taste for less-stringent ammo systems. Citadel Stormer 2 is frankly too stingy with ammo; you have to scrounge and be thrifty always, even with your lowest level weapons. Too, enemies are both spongy and relentless, forcing you to deal with them even when you’d rather not, chewing through those scanty stores even quicker. This has the knock-on effect of making new weapons less exciting, because you’re not ever going to get the opportunity to really go wild with them. Every missed shot is felt. The ammo thing may suit some players’ tastes, I’ll admit, but I think the (not always, but often) poor enemy placement/encounter design will bother most anyone. To be clear, I'm not complaining about difficulty here, but lack of engagement; sometimes the game throws what feels like a random clutch of robots yours way, with no consideration as to whether or not the different bot behaviors play off each other in meaningful ways. And that’s a shame, because the levels themselves are pretty well-designed. The flow is good, your character controls are spot-on, and the key card mechanic (there are key cards hidden around that unlock doors with extra supplies) injects just the right amount of freeform exploration into these fundamentally linear stages. Also, I do think the main character's little pompadour is cute. Again, a general recommendation for Citadel Stormer 2 is impossible. Part of that comes from conscious decisions on behalf of the developer; they wanted to make a certain type of old-school action game, and I respect that, even where it complicates things for me personally. But part of it is from some not-quite-there game mechanics and design choices, a general lack of refinement and absence of tightened screws. The recommend becomes even more fraught (even for the type of gamer this game is for) given the price. I ardently believe in supporting independent creators and I don’t like to harp on these things because anyone who finishes any creative endeavor deserves credit, but I think the asking price here is too high given the scattershot quality and uncooperative elements. But there’s a small slice of gamers for whom Citadel Stormer 2 will be a pleasant surprise, and I hope they find it, because I’d like to see another, more refined game from Unearthly Resilience.
Citadel Stormer 2 is an action platformer about fighting an evil AI that is trying to take over the world. The game sticks to the tried and tested formula of "destroy enemies, jump over pits and collect stuff". It sounds basic, but everything is put together really well and that makes a huge difference. The crisp controls, colorful retro-styled pixel graphics, heavy metal synth music and the overall design of the game work together to make the game shine. As the player, you can walk, jump, shoot, switch weapons and interact with various objects. Later in the game, you gain abilities to dash and generate a protective shield, which are useful for overcoming the numerous challenges in each level. The game takes place across several zones or worlds, each with its own unique visual theme. Each world consists of three levels and a boss level at the end, and each regular level is further divided into two areas. Levels are huge and well designed with strategically placed enemies and hazards. The path in a level is mostly straightforward, but meanders about. Every now and then, an obstacle, like a door or a force field or solid blocks, will obstruct your way, forcing you to explore the surroundings to find a way out. Doors can be unlocked by activating a switch; force fields can be deactivated by destroying certain machines and the blocks can be removed by defeating certain enemies. These introduce elements of exploration and break the linearity of the levels. Levels have checkpoints along the way that save your progress and even restore health fully. But beware, you have a limited number of lives. If you lose them all, you will have to restart from the beginning, losing all your progress. Fortunately, the game has a password system that lets you restart from the last level you made it to. Just be sure to note it down! There's a lot going on with regards to weapons and ammunition. Your default weapon is a taser, which emits a short bolt of electricity. But as you progress, you will acquire more efficient weapons like the submachine gun, assault rifle, shotgun etc, each with its own ammo. Make sure you spend ammo wisely, as the supply is limited. Ammo can be collected from destroyed enemies, wooden boxes and storage lockers. In addition to ammo, lockers also contain health and lives, and can be opened with keycards that are hidden in boxes somewhere you might overlook, Seeking, obtaining and managing these keycards adds variety to the gameplay. Enemies consist of different types of robots, drones, and turrets. In the early stages, enemies are weak and can be destroyed with one or two bullets. But, as you advance, they become tougher and deadlier. Defeated enemies explode and shatter into pieces which feels very satisfying to look at. Some enemies are dangerous even when defeated as they burst into a spray of shrapnel or make one last dash at you. The game keeps introducing new enemies and variants as you advance, which keeps things feeling fresh. The bosses at the end of each world are giant anthropomorphic robots that have a variety of ways of attacking. They are well designed and telegraph their moves through their sprite animations, giving you time to react. Defeating a boss grants you a new weapon or a special ability. Defeated bosses also drop special "keys", which according to the story , are required to access the last area, but otherwise have no functionality in terms of gameplay. The game is not extremely hard, but it is not exactly easy either. There are several tough spots with spikes, acid, and other instant-death hazards where one wrong move or mistimed jump can be fatal. Additionally, knockback from enemy hits can push you to your death, if you are in the wrong place at the wrong time. This can feel frustrating, but it's all part of how the game challenges you. There's really nothing in the game that cannot be overcome with a bit of patience and practice. A lot of thought and planning appears to have gone into this game, and it shows in the final product. In addition to the solid gameplay, this game has a lot of content in terms of levels, enemies, weapons, graphical assets and music. The password system allows you to replay any level you want. For these reasons, the game offers great value for money.
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