
Fraypace is a local multiplayer top-down space arena shooter for up to 8 players. Choose your fighter, select your weapon, and enjoy the fast-paced and physics-based action with friends or AIs in fully destructible maps.
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About
Frayspace is a fast-paced and physics-based space arena shooter with fully destructible maps. You have several fighter ships to choose from and a wide range of weapons at your disposal to destroy your enemies in arenas that have unique environmental hazards.
Fast-paced player-vs-player twin-stick battles
Local multiplayer: split-screen for 4 and a shared screen Chaos mode for 8 players
Physics-based fighter ship controls
More than 40 fully destructible maps
Nine fighter ships with active shield mechanics
A bunch of weapons from spitfire to lasers, bombs, and seek'n'destroy
Power-ups like time control, shockwave, and the melter
Game modes: deathmatch, last man standing, capture the flag and conquest
Modifiable settings, such as damage, friendly fire, and respawn time
You can choose to challenge your friends to all-vs-all combat or fight in teams in multiple game modes – deathmatch, last man standing, capture the flag and conquest. The AI players offer quite a challenge too!
All game modes are playable in split-screen with up to 4 players and enabling the Chaos mode allow up to 8 players to join the fight on a shared screen. Frayspace supports Steam Remote Play, so remote matches are an option too!
Each fighter ship has unique specs including health, shield, speed, and weapon damage. They are equipped with an active shield that can block enemy attacks with right timing - its effective use depends on using it at the right moment. The weapons inflict distinct damage to both health and shield of the fighters. Choose your weapon wisely, as the shield halves the damage inflicted to health. You can find many kinds of power-ups like time control, the shockwave and the nuke in the maps and use them to your advantage.
Music by Alexey Kasyanchuk (DEgITx) (CC license)
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Finnish, Polish, Portuguese - Portugal, Russian
Reviews
Impressive 2D space shooter. You can tell that a lot of love went into making this game. There are 8 ships each with different stats, 18 weapons with different mechanics, 8 powerups, several hazards, a bunch of maps and destructable terrain. There are also lots of options affecting gameplay or controls. [h2]Players[/h2] Single player vs AI with adjustable difficulty. Split screen: 2-4 local players + additional AI. (max 8 fighters) Shared screen: 1-8 local players in shared screen + additional AI. (max 8 fighters) [h2]Game modes:[/h2] [b]Deathmatch[/b] Score points by killing other players. Variations of Deathmatch: * Free for all * Teams (2 teams) * Last man standing * Team Last man standing [b]Capture the flag[/b] Score by capturing the other team's flag. Your own flag doesn't need to be returned in order to score. [b]Conquest[/b] Win by reducing the other team's tickets to 0. This is done by capturing zones and killing enemy players. [h2]Graphics:[/h2] Nice visuals and effects. Ability to remove parallax background effect. Ability to lower particles. [h2]Controls:[/h2] 2 control schemes: Twinstick and classic. There is a convenient toggle for left or right twinstick contols. Ability to rebind controls. Supports up to 8 controllers. Tested with 8 XBox controllers. [h2]Feedback suggestions[/h2] Ships: Several of the fighters look nearly identical. Consider differentiating them more (or removing some). Team color: When not in chaos mode it's sometimes hard to tell which team a fighter is on in the heat of battle. I know there is a trail and a color on the fighter and in chaos mode the player name is displayed in the team color. Consider enlarging the area on the ship that shows the team color. Maybe have a setting to always display the player name in split screen mode. Middle bar: It's full in the beginning and decreases during gameplay but doesn't seem to fill up. If this was explained in the tutorial I must have missed it. What does the bar indicate? Gamepad layout: Consider adding an image of the default gamepad layout. I played a long time without knowing I had to activate the power-up with A on the XBox controller. Darkness weapon: Consider limiting the use of the weapon that darkens the level. It can be abused by some trolling players and if it's used over a large area (at least in chaos mode) then the performance is heavliy impacted. FPS dropped from 60 to 24 and the lag was very noticeable. Suggestions that have been added in an update: * CTF and Conquer modes also for chaos mode (shared screen). [IMPLEMENTED] * Weapon readiness indicator: [IMPLEMENTED] [h2]Bugs[/h2] EDIT: Reported bugs have been fixed. Bugs encountered during 1 hour of testing: There were no crashes but: * 1 teleport didn't work on one of the maps. (It might be fixed. I haven't verified in the new build.) [strike]* In one of the rounds I couldn't control my ship but I could fire and throttle and I was auto-healing even though I was not in a safety zone. I'm not sure but it makes sense that I was shot out of a safety zone when this happened. * (1 spelling mistake. Renegerate -> Regenerate somewhere in the tutorial.) * Rumble is broken[/strike] Cool game! Nice work!
Hey, a cave-flyer!
Really fun and fast-paced space shooter!! I love the physics and the powerups! It feels so good to ram into someone and see them explode. The all-destructive map is also so satisfying!!! Would recommend!!! :D
A fun arena shooter with a destructible environment. Played in single player mode with AI bots and had a blast (pun intended)!
Works great!
Great little game especially for the price. Great for playing split screen with friends. My only negative comment is that it's really hard to tell which team is which in the game. There is an aura around each player, but it's subtle and when you're in the conquest zones it's nearly impossible to tell.
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Concurrent players on Steam, sampled daily since tracking started.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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