Raw AppDetails anzeigen
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"detailed_description": "<strong>Vampire Survivors meets bullet hell.</strong> One pilot, one ship, hundreds of enemies on screen — and by minute twelve the screen is chaos, but if you picked the right upgrades, the build is doing the work.<h2 class=\"bb_tag\" >Build your run</h2>Every run starts with a ship choice and an empty arsenal. As you level up, you pick from three weapon branches:<br><ul class=\"bb_ul\"><li><strong>Ballistic</strong> — fast, precise, scales with crit and pierce<br></li><li><strong>Explosive</strong> — area damage, knockback, chain detonations<br></li><li><strong>Energy</strong> — beams, lock-on, energy regen synergies</li></ul>Mix branches for cross-tree synergies, or specialize for runaway scaling. No "best build" — just builds that work this run.<h2 class=\"bb_tag\" >Bosses with real mechanics</h2>Forget bullet-sponges. Every boss has a kit: tells, weak points, phase transitions, and patterns you'll learn the hard way before you learn them the right way. Bosses appear mid-wave — not as discrete fights but as escalations of the swarm you're already in.<h2 class=\"bb_tag\" >Three ships, two meta layers</h2>Start with one ship; unlock two more as you play. Between runs, two persistent systems shape your next attempt:<br><ul class=\"bb_ul\"><li><strong>Mothership hub</strong> — 6+ unlockable upgrades and new functions that change what you can do mid-run<br></li><li><strong>Rescuable crew</strong> — randomly-spawning rescue capsules let you save crew members who stay with you between runs and give the only permanent ship perks in the game. Skip a rescue at your own peril.</li></ul><h2 class=\"bb_tag\" >Random rolls every run</h2><ul class=\"bb_ul\"><li>Weapon and passive unlock order shifts per save — different builds available each playthrough<br></li><li>Random asteroid field layouts<br></li><li>Rescue capsule spawn locations<br></li><li>Elite enemy spawn chance — sometimes the elite that piles onto an already-tough enemy ends up harder than the boss</li></ul><h2 class=\"bb_tag\" >Built solo</h2>SPACEFIGHTER is a one-developer project — first Steam release. Game design, balancing, level structure, audio direction and final integration are mine. Engine is Kotlin + LibGDX (custom JVM stack), with an original synthwave / electronic soundtrack. I used a modern AI-assisted workflow (Claude Code for codebase, AI tools for a portion of visual assets) to ship this solo — full disclosure in the AI Content section below.<h2 class=\"bb_tag\" >At a glance</h2><ul class=\"bb_ul\"><li>Top-down 2D bullet-heaven / survivors-like<br></li><li>~8 hours to the final boss, then freeplay opens<br></li><li>Run length 5–20 min standard, 25–45 min endgame builds<br></li><li>Branching upgrade trees with deep synergies<br></li><li>Bosses with mechanics, not just HP<br></li><li>Two-layer meta-progression<br></li><li>Built solo, with transparency about tooling</li></ul><br>Press kit: <br>Contact: <a href=\"mailto:support.spacefighter@gmail.com\">support.spacefighter@gmail.com</a><br><br>The game's interface and audio are in English only. Store page is translated for convenience.<br>",
"about_the_game": "<strong>Vampire Survivors meets bullet hell.</strong> One pilot, one ship, hundreds of enemies on screen — and by minute twelve the screen is chaos, but if you picked the right upgrades, the build is doing the work.<h2 class=\"bb_tag\" >Build your run</h2>Every run starts with a ship choice and an empty arsenal. As you level up, you pick from three weapon branches:<br><ul class=\"bb_ul\"><li><strong>Ballistic</strong> — fast, precise, scales with crit and pierce<br></li><li><strong>Explosive</strong> — area damage, knockback, chain detonations<br></li><li><strong>Energy</strong> — beams, lock-on, energy regen synergies</li></ul>Mix branches for cross-tree synergies, or specialize for runaway scaling. No "best build" — just builds that work this run.<h2 class=\"bb_tag\" >Bosses with real mechanics</h2>Forget bullet-sponges. Every boss has a kit: tells, weak points, phase transitions, and patterns you'll learn the hard way before you learn them the right way. Bosses appear mid-wave — not as discrete fights but as escalations of the swarm you're already in.<h2 class=\"bb_tag\" >Three ships, two meta layers</h2>Start with one ship; unlock two more as you play. Between runs, two persistent systems shape your next attempt:<br><ul class=\"bb_ul\"><li><strong>Mothership hub</strong> — 6+ unlockable upgrades and new functions that change what you can do mid-run<br></li><li><strong>Rescuable crew</strong> — randomly-spawning rescue capsules let you save crew members who stay with you between runs and give the only permanent ship perks in the game. Skip a rescue at your own peril.</li></ul><h2 class=\"bb_tag\" >Random rolls every run</h2><ul class=\"bb_ul\"><li>Weapon and passive unlock order shifts per save — different builds available each playthrough<br></li><li>Random asteroid field layouts<br></li><li>Rescue capsule spawn locations<br></li><li>Elite enemy spawn chance — sometimes the elite that piles onto an already-tough enemy ends up harder than the boss</li></ul><h2 class=\"bb_tag\" >Built solo</h2>SPACEFIGHTER is a one-developer project — first Steam release. Game design, balancing, level structure, audio direction and final integration are mine. Engine is Kotlin + LibGDX (custom JVM stack), with an original synthwave / electronic soundtrack. I used a modern AI-assisted workflow (Claude Code for codebase, AI tools for a portion of visual assets) to ship this solo — full disclosure in the AI Content section below.<h2 class=\"bb_tag\" >At a glance</h2><ul class=\"bb_ul\"><li>Top-down 2D bullet-heaven / survivors-like<br></li><li>~8 hours to the final boss, then freeplay opens<br></li><li>Run length 5–20 min standard, 25–45 min endgame builds<br></li><li>Branching upgrade trees with deep synergies<br></li><li>Bosses with mechanics, not just HP<br></li><li>Two-layer meta-progression<br></li><li>Built solo, with transparency about tooling</li></ul><br>Press kit: <br>Contact: <a href=\"mailto:support.spacefighter@gmail.com\">support.spacefighter@gmail.com</a><br><br>The game's interface and audio are in English only. Store page is translated for convenience.<br>",
"short_description": "Vampire Survivors meets bullet hell — in space. Pilot a 2D starship, fuse weapon branches into broken builds, and survive waves of bullets and bosses with real mechanics. Solo dev project.",
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"minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Probably windows98<br></li><li><strong>Processor:</strong> You need to have one<br></li><li><strong>Memory:</strong> 1 GB RAM<br></li><li><strong>Graphics:</strong> Medium performance toaster should be enough<br></li><li><strong>Storage:</strong> 1 GB available space<br></li><li><strong>Sound Card:</strong> Its always good to have one<br></li><li><strong>VR Support:</strong> If you stick your eyes to the screen you can consider it VR</li></ul>"
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"developers": [
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