Compara los precios de Booster Trooper en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por DnS Development. Publicado por DnS Development. Lanzado el 23/4/2010. Disponible en PC. Géneros: Action, Indie.

A jetpack-fuelled 2D platform shooter from 2010 that sparks in short sessions with friends but runs dry the moment you check the multiplayer lobby for real opponents.

I picked up Booster Trooper expecting a scrappy little underdog with something to prove, and what I found was something more complicated: a game that clearly had a fun idea at its core, smothered by the passage of time and a handful of design choices that never quite got ironed out. Released in 2010 by the small two-person outfit DnS Development, this is a side-scrolling platform shooter built around one central fantasy - strap on a jetpack, pick from a suite of weapons ranging from sniper rifles and shotguns to a minigun and a magma thrower, and blast opponents across 2.5D arenas in Deathmatch, Team Deathmatch, Capture the Flag, or Destroy the Base modes. That fantasy, in isolated bursts, still works. The jetpack mechanic is where the game lives and dies. Fuel is finite, which means aerial movement is rationed rather than free-flowing, and that tension sits awkwardly against the chaotic pace the rest of the game demands. Missing a platform in the middle of a firefight because your tank ran dry is not exciting - it is just frustrating. Critics at launch flagged it, players on Steam flagged it, and nothing changed. If the fuel limit had been loosened or removed entirely, the combat would have room to breathe and the distinct weapons would each get a proper moment to shine. As it stands, the sniper rifle rewards patience but the arenas rarely give you the distance for it, and the magma thrower is spectacular in theory but clumsy when your mobility is constantly interrupted. The solo-versus-bots mode is genuinely a small grace. It lets a newcomer learn the weapon rotation without being immediately destroyed, and for a game this age, that offline fallback has become its primary value. The Steam concurrent player count tells the real story: the live multiplayer pool is essentially empty now, and finding a match with strangers is not a realistic expectation in 2025. If you can assemble a group of friends willing to share the same moment in the same lobby, the game finds its original pulse again. CTF and Team Deathmatch with four real people is still the chaotic, grenade-bouncing good time the developer intended. Without that, you are mostly chasing achievements against predictable bots. The 2.5D presentation has a certain low-budget charm - explosion effects carry most of the visual weight, and the varied map settings (snow, lava, industrial) give just enough context to feel like distinct arenas rather than palette swaps. The sound design is the weak link: weapon audio is repetitive in a way that gets noticeable quickly, and there is no real soundtrack atmosphere to compensate. For someone like me who listens hard to the sound layer of small indie games, that flatness is a meaningful absence. Booster Trooper is a time capsule with a real heartbeat buried inside it. The idea was sound, the execution was half-finished, and the playerbase that might have carried it past its shortcomings never materialised at critical mass. Approach it as a cheap nostalgia trip with friends, not a multiplayer game with a living community, and you will calibrate your expectations correctly. Kai, Scout Team

Booster Trooper

Booster Trooper

23 abr 2010DnS Development
GamerScout opina

A jetpack-fuelled 2D platform shooter from 2010 that sparks in short sessions with friends but runs dry the moment you check the multiplayer lobby for real opponents.

PC
Steam Deck UnsupportedProtonDB Silver
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.77

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Acerca de Booster Trooper

I picked up Booster Trooper expecting a scrappy little underdog with something to prove, and what I found was something more complicated: a game that clearly had a fun idea at its core, smothered by the passage of time and a handful of design choices that never quite got ironed out. Released in 2010 by the small two-person outfit DnS Development, this is a side-scrolling platform shooter built around one central fantasy - strap on a jetpack, pick from a suite of weapons ranging from sniper rifles and shotguns to a minigun and a magma thrower, and blast opponents across 2.5D arenas in Deathmatch, Team Deathmatch, Capture the Flag, or Destroy the Base modes. That fantasy, in isolated bursts, still works. The jetpack mechanic is where the game lives and dies. Fuel is finite, which means aerial movement is rationed rather than free-flowing, and that tension sits awkwardly against the chaotic pace the rest of the game demands. Missing a platform in the middle of a firefight because your tank ran dry is not exciting - it is just frustrating. Critics at launch flagged it, players on Steam flagged it, and nothing changed. If the fuel limit had been loosened or removed entirely, the combat would have room to breathe and the distinct weapons would each get a proper moment to shine. As it stands, the sniper rifle rewards patience but the arenas rarely give you the distance for it, and the magma thrower is spectacular in theory but clumsy when your mobility is constantly interrupted. The solo-versus-bots mode is genuinely a small grace. It lets a newcomer learn the weapon rotation without being immediately destroyed, and for a game this age, that offline fallback has become its primary value. The Steam concurrent player count tells the real story: the live multiplayer pool is essentially empty now, and finding a match with strangers is not a realistic expectation in 2025. If you can assemble a group of friends willing to share the same moment in the same lobby, the game finds its original pulse again. CTF and Team Deathmatch with four real people is still the chaotic, grenade-bouncing good time the developer intended. Without that, you are mostly chasing achievements against predictable bots. The 2.5D presentation has a certain low-budget charm - explosion effects carry most of the visual weight, and the varied map settings (snow, lava, industrial) give just enough context to feel like distinct arenas rather than palette swaps. The sound design is the weak link: weapon audio is repetitive in a way that gets noticeable quickly, and there is no real soundtrack atmosphere to compensate. For someone like me who listens hard to the sound layer of small indie games, that flatness is a meaningful absence. Booster Trooper is a time capsule with a real heartbeat buried inside it. The idea was sound, the execution was half-finished, and the playerbase that might have carried it past its shortcomings never materialised at critical mass. Approach it as a cheap nostalgia trip with friends, not a multiplayer game with a living community, and you will calibrate your expectations correctly.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerachievementstier:sub-5Jetpack Movement2.5D ArenaBot SupportCapture the FlagDeathmatchDead MultiplayerAchievement HuntingArena Shooter

Requisitos del sistema

Mínimos

OS
Windows XP Sp3, Windows Vista Sp2, Windows 7
Sound
DirectX 9.0c compatible soundcard
Memory
2 GB or more
Graphics
512 MB, Shader model 3.0 or higher, NVIDIA 7800, ATI X1800 or better
DirectX®
DirectX®: 9.0c
Processor
2 Ghz multicore or higher
Hard Drive
800 MB available

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Información del juego

Desarrolladora
DnS Development
Distribuidora
DnS Development
Fecha de lanzamiento
23 abr 2010

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¿En qué plataformas está disponible Booster Trooper?

Booster Trooper está disponible en PC.

¿Cuándo se lanzó Booster Trooper?

Booster Trooper se lanzó el 23 de abril de 2010.

¿Quién desarrolló Booster Trooper?

Booster Trooper fue desarrollado por DnS Development.