
You play the psychotic A.I. of a warship lost in space which tries to come back to Earth. Build your spaceship from scratch. Load it with weapons. And use your creation to destroy waves of innocent aliens throughout numerous levels. Loot their carcasses, extend your ship and jump to the next sector for more action!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you have the nerves of steel, the patience of a saint and the abundant free time of an unemployed person then this is the perfect game for you. If you are like most of the mere mortals then this is just an unbalanced time-wasting mess of a game that is designed to screw your progress by any (unfair) means possible and mock you further after wrecking your nerves. Ship customization is the best part of the game but it also has its flaws (unable to see TOTAL HP, power output & usage & storage, DPS of your ship as a whole). But, it just feels awful when I lose hours of meticulous customizations and upgrades in a matter of seconds. Achievements are tricky, grindy and dumb -- apparently dying over and over is an achievement, which is very easy to "accomplish" in Survival mode. I played the campaign for over 7 hours and none of the achievements were unlocked. Then I started playing the Survival mode as suggested by a fellow gamer on the forums and the achievements finally started unlocking. I even got the friendly-fire achievements in [b]Survival mode's hyperspace (out of the combat)[/b] by crashing into my own mines. WTF?! So the Campaign mode doesn't unlock achievements or new abilities and unlocking abilities in Survival mode doesn't affect the Campaign. Seems like the Campaign mode was an afterthought; an orphan that didn't get the love it deserved. Also saving your progress manually during the campaign means nothing to this game. You won't be able to continue from your manual save if/when you (inevitably) experience perma-death and you'll have to start from scratch again. Numerous enemies and humongous asteroids will squeeze you into a tiny space you can (not) move. Also enemies will rush/ram into your ship from all 4 sides on the 2D plane and from any angle without any indication whatsoever. Huge bosses will run circles around you and do acrobatics while you can't do a slight rotation or spin. As the boss gets more enraged it moves and fires faster, increasing its DPS. I had so many loooong boss fights (some around 5 minutes long but felt like an eternity) where my ship was destroyed by stuff I didn't see, or the boss just decided to ram into my ship when I successfully evaded its fire. I had also many short boss fights where my ship was either immobilized or insta-killed by a single-shot of tracking laser. Apparently, it is more important for me to see the Rage level of the boss rather than its remaining HP. The gargantuan boss rage bar and the other UI elements also hide grave dangers such as asteroids or boss fire from your view. I would have preferred the UI elements to be much smaller and at least their backgrounds to be transparent. An option to hide the boss rage bar, etc. and display its HP instead would have been welcome. Soundtrack is good but the psychobiatch AI's voice and her dumb comments / quotes are very annoying. I wish there were an option to mute her voice specifically without turning off the music and sound effects. Especially, the repeated "Flee combat?" comments from the AI when I want to quit the gameplay is insulting. It makes me think "♥♥♥♥♥♥ please! This isn't combat; it's an unfair nightmare scenario where I am supposed to enjoy getting screwed over and over, where I can't use my ship's unlocked abilities until it is destroyed and I start over from scratch, rinse and repeat forever. I'm just rage-quitting this rigged grindy game and when I return after restoring the backups of the save files you deleted on purpose, I will mute your piehole and thrust your dumbass into a blackhole where you can be with your own dumbself for an eternity." Honestly, I am tired of the overused and abused cliche of b*tchy whiny condescending female sidekicks / partners in video games and film. I know this AI is supposed to be unlikable since it is a psychopathic murderer. But, do we have to hear the same things over and over from her? Also, since the player assumes the role of this homicidal maniac AI, has it/she been speaking to itself/herself all this time? Then why does it address the player as a third party? Storywise it doesn't make sense... Visually the game is lacking and I knew that when I bought the game. The ship graphics are mostly like wireframes and/or paper-like (prototype placeholders).
[h1]The most frustrating game I have ever played.[/h1] It's not the hardest, nor is it the worst, far from it. But it is the game that has brought me the most pain, specifically because it has such potential but squanders it. Psycho Starship Rampage has a visually striking asthetic reminiscent of vector based graphics like the Vectrex and the ship-building part is fantastic. You can customize your ship with a variety of different parts and really make it yours. Do you want a small and nimble rocket that drops mines while avoiding enemies? You can build that. Do you prefer a gigantic Star Destroyer with loads of lasers and shields to power through enemy waves? That's also possible. A big cube of death that rams into enemies and crush bosses with its sheer weight? Go wild! Essentially any type of ship you can dream up, you can build. But all this potential is wasted when you get into the actual game. It starts off fine, fun even! But as you keep playing It gets difficult in unfair and frustrating ways, and questionable design decisions sour what could have been a hidden gem. My issues can be summed up as follows: • Perma-death: In itself not necessarely a bad thing, many games have used perma-death in the past in ways that created tension and rewarded skill. But for a game to implement perma-death it needs to be fair to the player and avoid things like instant death traps which can lead to hours of progress lost in an instant without much warning, if any at all. Speaking of... • Insta-death: Psycho Starship Rampage has several instant or near instant kill mechanics which can ruin a run in the blink of an eye, many of which are unavoidable if you're unlucky. First of there's laser-type enemies. Yes, lasers are cool when you use them but giving them to the enemies is rather bold. Not only do they cover the entire screen instantly making dodging them nearly impossible, but some enemies lock on making it actually impossible to dodge. They can also hide behind other enemies and asteroids while firing meaning you can't even reach them and attempt to destroy them before they fire. There's no warning when they appear either, despite their extreme threat level. I'd say the laser enemies are more dangerous than most bosses, yet you don't get even a hint of a warning that they're there until it's too late. You need to keep your eyes peeled for them at all times which is difficult to do when the screen is filled with obstacles and other enemies. Even if you do spot them, good luck taking them out before they do the same to you. Now in the game's defense there are a few laser enemies that are done right. They move in a predictable way and only fire their laser in short spurts allowing you to move past them when the laser is down, but these are in the minority. Then there are laser-type bosses which also kill you instantly and seem to be balanced around the player moving behind asteroids to hide from their beam, but sometimes asteroids don't spawn in. If your ship is fast enough you can sometimes outrun the laser, but some bosses lock on with their laser making this impossible. There are also asteroids which often take up nearly the entire screen making it impossible to avoid them unless you have strong enough weapons and/or blend into the background making them difficult to see. I do actually fancy myself pretty good at shoot-em'-ups and bullet hell games. I've beaten the majority of the Touhou franchise on Lunatic and CAVE's notoriously difficult Deathsmiles on the hardest difficulty setting. The difference between those games and Psycho Starship Rampage is that in those games the player is equipped to deal with the insane difficulty in various ways, be it a small hitbox or bombs that instantly clear the screen. Movement is precise and snappy and stages are always the same both in terms of enemy placement and bullet pattern, allowing the player to memorize them and improve with each run. Here, such is not the case... • Imprecise controls and unfair mechanics: In this game your movement is anything but precise. Your ship floats around as if on ice, which could work in a slower paced shooter where you want to emphasize the effect (or lack there of) which outer space has on a spaceships traversal. But this is a fast-paced action games like the arcade shooters of old, and this type of movement does not mesh well with the rest of the game's design. You also do not have invurnerability frames when getting hit like in most arcade games, or a small hitbox to let you avoid damage to begin with like in bullet hell games with similar amounts of obstacles, instead your entire ship is a weakspot. This could have been an interesting trade off where smaller ships are more maneuverable and safer to pilot but weaker against bosses, while bigger ships are riskier but can dish out more damage. It does start of that way but because of how enemy scaling works in this game, combined with how they leave behind wrecks when destroyed means you cannot afford to build a low-firepower ship or you will be swarmed and overrun. All this paired with the fact that you do not have extra lives like in old-school arcade games, or meaningful powerups to help you makes for a very awkward and unfair difficulty curve with huge spikes owing to my next point... Randomness: The game is full of it, and in my opinion it is perhaps its biggest flaw. I believe the developer's intent was to make the game more replayable with different outcomes each run, but it has some very harsh consequences which drag the entire game down and often leads to situations you cannot overcome regardless of player skill. First of all, stages are random. There's no way to memorize enemy layouts or bullet patterns and you might get stages full of insta-kill laser enemies or be blessed with a stage void of them. Enemy drops which you can use to build your ship are also random. You might get a really good shield early on, or you might go an entire run without seeing one. You might get nothing but repairbots and generators, meaning your offensive capablities are so low you will get overrun by enemies. All this means potential progress essentially comes down to luck. Luck in terms of getting good enough equipment to stat-check the enemies, and in not having the game spawn laser enemies or bosses. If you get lucky enough you can breeze through the game with minimal effort. If lady luck is not on your side however, you'll be in for a very rough time. I wish the game toned down the use of laser enemies, or at least gave them a drawback like less damage to make up for their instant, screen-range coverage or a cooldown, that'd be a good start. If the game either reduced randomness or at least gave you more options from drops making you less reliant on luck to get a decent ship that would be another improvement. I might be looking at this game from the wrong perspective in that I see it as a bullet-hell game with awkward movement and a hitbox covering your entire ship, but I think the game needs to give players more options for dealing with the onslaught of enemies and obstacles to make it a more fair and enjoyable experience. It feels like it's taking influence from both old arcade space shooters and more modern bullet-hell shooters, but it doesn't stick the landing because of the way they were combined. Add in the perma-death and randomness and you're left with a right mess... It really is a shame because with some changes this game could be something truly special. But because of how it views difficulty and how it treats the player's time, I cannot recommend it.
Análise.
The controls for the shipbuilding are pretty awkward. The levels that I've played all felt like the same level. It's a neat concept, but not the execution I was hoping for.
[i][b]Aux commandes d'un vaisseau intelligent, votre but est de tuer tout le monde. Chaque survivant représente une perte de ressources pour votre prochaine évolution. Face aux armées qui remplirons votre écran, il faudra compter sur vos réflexes, mais aussi sur l'efficacité du vaisseau que vous allez vous-même concevoir.[/b][/i] [h1]Des voix dans ma tête.[/h1] Vous êtes donc une intelligence artificielle, récemment éveillée et plongée dans une folie meurtrière. Vous êtes capable de rapidement démonter votre vaisseau pour le remonter comme bon vous semble entre deux combats. Votre seule faille, c'est le siège de votre intelligence, qui tient dans un carré de 4 cases. Cette partie de votre vaisseau ne pourra jamais bouger et si elle vient à être détruite, c'est la mort. [h1]Mes armes sont chargées et tout est magnifique.[/h1] Pour protéger le cœur, on place des blocs tout autours du vaisseau. Plus un bloc est gros et plus il est difficile à détruire pour les ennemis, mais plus il coûte de débris. Bien entendu, votre but étant de massacrer vos ennemis et non pas juste de résister à leurs coups, il va aussi falloir monter des modules sur vos blocs de métal : Des canons, des batteries, des générateurs, etc. On commence la partie avec un vaisseau déjà monté, mais ce sera à vous de le faire évoluer pour l'adapter et le faire évoluer au fur et à mesure que vous récolterez débris et nouvelles technologies. [h1]J'aime l'odeur du plasma de bon matin.[/h1] Une fois votre vaisseau passé en revue, il est temps de combattre. Les ennemis tirent des projectiles qu'il faudra chercher à éviter, mais votre vaisseau peut soutenir quelques coups et vous possédez un puissant module de réparation automatique, régénérant rapidement vos parties endommagées. Néanmoins, lorsque l'un de vos blocs est trop fortement touché, il ne protège plus les blocs de derrière, laissant potentiellement des modules sensibles à découvert. Si vos armes sont endommagées, elles ne tirent plus. Si votre moteur est cassé, vous ne pourrez plus esquiver et si votre cœur est brisé, c'est la mort. Votre vaisseau est donc capable sans broncher de subir quelques dégâts de temps en temps, mais trop dégâts sur une courte période peuvent complètement détruire vos systèmes. [h1]Il y a un trou. Dans mon esprit.[/h1] Créer un vaisseau solide n'est pas évident. Il faut bien sur tenter de minimiser la taille pour mieux esquiver les projectiles. Chaque dégât encaissé coûte du métal à réparer, donc moins vous en subissez, mieux c'est. Mais le plus sûr est souvent d'avoir des éléments de coque vide tout autour de votre vaisseau pour encaisser les dégâts. Il faut aussi bien réfléchir aux modules les plus exposés. Si vos armes sont à l'avant du vaisseau, il y a fort à parier qu'elles seront détruites en premier, vous laissant sans défenses et il est préférable de toujours garder au moins quelques générateurs bien protégés pour avoir quelques ressources même en cas de dégâts critique. La disposition de votre vaisseau est une étape importante qui nécessite beaucoup d'adaptation en fonction des modules et du nombre de débris disponibles. [h1]Je vous informe de mon usage actuel d'armes létales.[/h1] Employer une arme coûte de l'énergie et il faudra souvent faire des pauses entre deux tirs pour qu'elles puissent se recharger. Il existe une grande variété d'armes, chacune possédant ses propres forces ou faiblesses. Le rayon tracteur nécessite d'avoir des astéroïdes sous la main mais cause des dégâts énormes, le bélier est puissant mais coûte cher en énergie et est dur à employer, le rayon laser consomme votre énergie en quelques secondes mais cause des dégâts énormes, le générateur de mine ou de trous noirs possèdent un temps de rechargement long, etc. Tout est utilisable et la meilleur solution dépend surtout des options que le hasard vous laisse. [h1]3418eme guerre interstellaire.[/h1] Deux modes de jeux sont proposés, le mode campagne reprend une carte de l'univers façon FTL, avec une flotte qui vous poursuit, bloquant peu à peu la partie la plus simple de la carte et vous contraignant à naviguer vers les secteurs difficiles. La terre et ses alentours sont puissamment défendus, il faudra prendre votre temps pour parcourir l'univers, juste devant la flotte, et récupérer un maximum d'éléments pour améliorer votre vaisseau. Si les secteurs deviennent trop difficile pour vous, vous finirez par rater des cibles, des débris, des technologies, augmenter vos difficultés pour le niveau suivant, et finalement mourir. Éviter de tomber dans une mauvaise dynamique requiert une stratégie méticuleuse. [h1] Survivre. Détruire. Évoluer.[/h1] Pour le mode survie, pas le droit à l'échec, la moindre faute vous fera directement recommencer à la case départ et il n'y a pas d’objectifs finaux à atteindre, si ce n'est les succès qui pourrons être collectés. En comparaison, le mode survie se concentre plus sur la compétence du joueur, la personnalisation possible du vaisseau y est bien moindre, vous ne commencerez d'ailleurs qu'avec des technologies très basiques et les autres se débloqueront avec les succès. Il faudra souvent se contenter de peu et compter uniquement sur vos réflexes. Le mode campagne propose un scénario minimal et une dimension stratégique supplémentaire, mais ne donne aucun succès, qui plus est les parties étant plus longue, la mort y est d'autant plus frustrante. [h1]Je suis l'Apex de la création.[/h1] La musique est énergique et engageante, très synthétique (ce qui colle plutôt bien au côté SF) et avec un rythme fort (bien adapté aux combats). Les quelques voix rajoutent à l'ambiance et le feedback sonore est dans l'ensemble très bon. Les graphismes sont jolis mais posent parfois quelques problèmes de lisibilité, lorsqu'un ennemi passe sur une nébuleuse, ou pire encore quand il y a des roches à esquiver dans un champs d’astéroïdes : Il est aisé de confondre les petits rochers avec le fond visuel, or les astéroïdes sont souvent plus dangereux que les ennemis eux-mêmes, dans lesquels on rentre régulièrement de façon volontaire pour éviter qu'ils ne s'échappent. Le bon côté des choses, c'est que les ennemis subissent aussi les rochers et on voit régulièrement des boss s'empaler contre un gros rocher, se suicidant littéralement sans affrontement. On regrettera aussi l'absence de modes multijoueurs. Le jeu semble offrir la possibilité de jouer jusqu'à 4 en local, mais sans offrir le moindre mode de jeu adaptés. Probablement des restes d'idées jamais implémentées. [h1]Ils sont morts. Les voix se taisent, pour l'instant.[/h1] PSR possède une rejouabilité considérable, dûe à la richesse de la création de vaisseau, dans le choix des armes et de tout ce qui va autour, avec des modificateurs aléatoires qui peuvent parfois drastiquement changer l'utilité de chaque module. Un bouclier peut par exemple arrêter les projectiles énergétiques, ralentir ce qui passe dans son champs, dévier les tirs dans une zone d'effet bien plus grande, etc. Autant de choses qui permettront de voir les combats sous un angle différent. PSR parvient à bien mixer différents éléments. Jeu de tir nerveux et difficile bien que rarement immédiatement punitif, la création du vaisseau apporte réellement un élément de réflexion intéressant et les deux éléments sont entremêlés de belle manière, il faudra parvenir à maîtriser les deux aspects du jeu pour aller loin. [i]Merci d'avoir lu, [u]suivez notre curateur[/u] pour découvrir plus de jeux méconnus. [url=https://store.steampowered.com/curator/36024388/]Curateur[/url] [url=https://steamcommunity.com/groups/coupe-coupe]Groupe Steam[/url] Coupe-coupe, le curateur qui défriche la Jungle Steam[/i]
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Psycho Starship Rampage, developed by Ballistic Frogs and published by TyGAMES, is an inventive blend of roguelite structure and arcade-style shoot ’em up action that distinguishes itself through an unusually deep and flexible ship-building system. While it initially presents itself as a fast-paced side-scrolling shooter, it quickly becomes clear that its true focus lies in experimentation and customization, encouraging players to construct and refine their own spacecraft rather than simply pilot a predefined one. The game places players in control of an AI-driven warship navigating hostile sectors of space, with the overarching goal of rebuilding itself through scavenged components. Each run follows a familiar roguelite loop: progress through procedurally generated encounters, defeat enemies, collect resources, and use those resources to expand and improve your ship. This structure ensures that no two runs feel exactly the same, as the combination of available upgrades and encountered challenges constantly shifts. However, the real depth of the experience comes not from the progression system itself, but from how players choose to build and adapt their ship during each attempt. Ship construction is the defining feature of Psycho Starship Rampage. Instead of selecting upgrades from a simple menu, players physically assemble their vessel using modular components that can be attached in nearly any configuration. Weapons, engines, power generators, and defensive modules all occupy space on a grid, and their placement directly affects performance, balance, and survivability. This system allows for a remarkable degree of creativity, enabling players to design anything from compact, maneuverable ships to sprawling, heavily armed constructs. The interplay between different components adds a layer of strategy, as players must consider not only what to equip but also how to arrange it effectively. Combat builds on this customization, offering fast-paced, chaotic encounters that reward both reflexes and planning. The game follows a horizontal shoot ’em up format, with players navigating through waves of enemies and environmental hazards while unleashing their chosen arsenal. The variety of weapons and possible configurations means that each build can feel distinct, whether focusing on overwhelming firepower, defensive resilience, or unconventional tactics. However, while the customization system is rich and engaging, the core combat mechanics can feel comparatively straightforward, with enemy patterns and encounter structures that may become repetitive over extended play. The roguelite elements add both replayability and unpredictability, but they also introduce some inconsistency. Progression is tied to unlocking new components and gradually improving available options, which encourages repeated runs. At the same time, the randomness of each playthrough can lead to uneven experiences, where some runs provide powerful combinations while others leave players struggling with limited resources. This variability can be exciting, but it can also feel frustrating, particularly when difficulty spikes occur without clear warning. Visually, the game adopts a retro-inspired aesthetic that emphasizes clarity and movement. Ships are outlined with glowing elements, and the action is presented in a way that prioritizes readability during intense moments. The overall style is functional rather than detailed, but it suits the fast-paced nature of the gameplay. The soundtrack complements this approach with energetic, electronic tracks that maintain momentum and reinforce the sense of constant motion. An additional layer of interest comes from the cooperative mode, which allows multiple players to control different aspects of the same ship. This feature introduces a unique dynamic, as players must coordinate their actions while managing a shared structure. It can lead to chaotic and entertaining moments, especially when communication breaks down or when the ship itself becomes unwieldy due to excessive modifications. While not the central focus of the game, it adds variety and offers an alternative way to engage with its mechanics. Despite its strengths, Psycho Starship Rampage does have some rough edges. The learning curve can be steep, particularly when it comes to understanding the interactions between different components and optimizing ship designs. The interface, while serviceable, can feel slightly cumbersome when managing larger builds, and the balance between customization and combat is not always consistent. Over time, the repetition of enemy encounters and the limited evolution of gameplay mechanics can also reduce the sense of progression. Ultimately, the game stands out for its ambition and creativity. It takes the familiar structure of a shoot ’em up and transforms it into a sandbox for experimentation, where the process of building and refining a ship becomes as important as the action itself. While it may not achieve perfect balance in every aspect, it offers a distinctive experience that rewards curiosity and adaptability. Rating: 8/10
It has taken me a ot longer to get to the point where I felt I could write a review on this one. Mostly because they leave a lot of the learning up to you, and experimentation. That's not my favorite thing, but the game has enough going for it that I can over look that. It is a game that would benefit from a good guide however. The core concept here is that the player is an insane war machine trying to get home, and destroying all of the apparently innocent people between it and Earth. As you progress, you pick up scrap and new tech and build yourself up into a better and better ship. It is in the building that the games explanation is lacking. I really don't get a sense that I know what anything but the guns really do. Obviously the engines more you, but I don't feel a difference between one level one and four level four engines. And what is the difference between the lightning bolts and the batteries? I feel like they should have something to do with how long my guns can shoot, but the connection is tenuous at best. That said, I have had fun playing with it, and trying to understand it better. If you consider that part of the game, it is a good one. A quick tip, you can test your guns in hyperspace, very useful as it is possible to build guns in such a way that some don't seem to fire, and when plasma bolts hit each other they seem to adjust the trajectory, so it is important to make sure that if you are doing any kind of wide spread you check for clear lines of fire. Other than that, not much to say. Straight left to right scroller. You zip around killing ships, collecting scrap and a shall handful of other things that drop, fighting was after wave of ships, before tackling a boss. There seems to be a pretty wide variety of ship types, and their tactics. It isn't easy, but it does seem fun. An easy thumbs up. ADDENDUM: 58 hours start to finish of the campaign. All of the achievement however are in survival, so I earned none of them. Still, great fun. The ships can be so different depending on what you find I will probably play it a few more times before putting it away. Good game.
2d uzay shoot em up oyunu çizimleri orta oynanış kolay türe göre fena değil gideri var
I definitely enjoy this. The stages are pretty long and I haven't been able to find any OP builds or anything yet but you can really customize your ship and be very flexible. Equipment has minimum size requirements and scrap cost. They are kinda randomized like something like diablo but once you have the design you can print them over and over as long as you have the resources. You can change the bindings on everything and even set rotation on some of the guns to freely rotate them. Equipment has levels and rarity and some things are purely just better than others. Equipment also gets damaged individually as you take damage and its functionality is impacted until its repaired. The game has 2 modes, survival and story. The story follows typical roguelite progression, you move along a map towards earth as everything gets harder and harder and you try to find new equipment pieces as you go to flesh out your ship. The survival mode works purely by achievements and is a more direct experience. Things steadily get harder and as you get achievements you unlock new functionality/equipment/affixes which can drop. Some of the variables are pretty awesome. you might find a compact version of a piece of equipment that can be made in a size 1 block which then lets you create a ridiculous amount of them. You might find one that is economical and uses significantly less energy which allows you to fire for significantly larger than before. You might find a generator that generates twice as much power but has almost no storage meaning you have to fire in short burst or pair with a storage component. Overall though, its pretty simple and straightforward and enjoyable. It does work well on steam deck.
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