Compara los precios de Generic Space Shooter en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por LionSword. Publicado por LionSword Studios. Lanzado el 11/3/2016. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie.

Don't let the self-deprecating title fool you - this scrappy top-down survival shooter hides a genuinely clever spacecraft unlock system and a bullet-time mechanic that earns its keep under alien fire.

I have a soft spot for games that name themselves with a shrug and then quietly overdeliver, and Generic Space Shooter is exactly that kind of underdog. LionSword built what started as a bare-bones arcade shooter and kept layering on systems until something worth recommending emerged. The core ask is ruthlessly simple: survive as long as possible in a top-down alien onslaught that escalates in enemy variety, aggression, and boss frequency the longer you stay alive. No story, no level select, no hand-holding. Just you, a colorful pixel battlefield, and the slow creep of dread as the screen fills up. The two mechanics that lift this above the noise are spacecraft unlocks and bullet time. There are 30 spacecraft to unlock, each with its own passive ability that modifies how the eight powerups behave in your hands. That interaction is where the actual design lives: the same shield powerup feels meaningfully different depending on which ship you chose before the run, and figuring out those synergies - deliberately left undocumented so you discover them through play - gives the game a low-key roguelike flavor without the full genre commitment. Bullet time is the tactical exhale: hit it and everything except your ship slows to a crawl, letting you thread through dense bullet patterns or reposition before a boss volley lands. It is metered and limited, so it rewards restraint rather than spam. For a solo-developed arcade title priced at the cost of a coffee, that is a legitimate design win. The rough edges are real and worth naming. The title was reported by community members to have a missing executable issue on certain installs, requiring players to locate the .exe manually rather than launching directly through Steam. Linux support has been similarly inconsistent, with the Steam build shipping a Windows executable that requires Wine for some users. These are not cosmetic complaints - they are friction at first launch, and for a low-cost impulse buy, friction at first launch is where players quit. If you pick this up, be ready to poke around if it does not start immediately. The gameplay itself, once running, is polished enough: colorful, fast-paced pixel art with boss encounters that scale reasonably well and an arcade high-score loop that holds attention across short sessions. Think 20-30 minute runs, not marathon campaigns. Who is this for? Anyone who grew up on arcade quarter-eaters and wants something mechanically honest. The spacecraft unlock grind gives achievement hunters a reason to return, and the 25 Steam achievements add some structured progression to what is otherwise a pure score-chasing loop. It is not trying to be Touhou or Ikaruga. It knows its lane, and for the most part it stays in it without apology. The pixel art is handcrafted with enough color care to keep the screen readable mid-chaos, and while the soundtrack is not the kind of soundscape I would loop outside of the game, it serves the tempo. Just plug in a controller - this was designed as a twin-stick shooter, and the keyboard-and-mouse option is functional but clearly secondary. Kai, Scout Team

Generic Space Shooter

Generic Space Shooter

11 mar 2016LionSwordLionSword Studios
GamerScout opina

Don't let the self-deprecating title fool you - this scrappy top-down survival shooter hides a genuinely clever spacecraft unlock system and a bullet-time mechanic that earns its keep under alien fire.

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I have a soft spot for games that name themselves with a shrug and then quietly overdeliver, and Generic Space Shooter is exactly that kind of underdog. LionSword built what started as a bare-bones arcade shooter and kept layering on systems until something worth recommending emerged. The core ask is ruthlessly simple: survive as long as possible in a top-down alien onslaught that escalates in enemy variety, aggression, and boss frequency the longer you stay alive. No story, no level select, no hand-holding. Just you, a colorful pixel battlefield, and the slow creep of dread as the screen fills up. The two mechanics that lift this above the noise are spacecraft unlocks and bullet time. There are 30 spacecraft to unlock, each with its own passive ability that modifies how the eight powerups behave in your hands. That interaction is where the actual design lives: the same shield powerup feels meaningfully different depending on which ship you chose before the run, and figuring out those synergies - deliberately left undocumented so you discover them through play - gives the game a low-key roguelike flavor without the full genre commitment. Bullet time is the tactical exhale: hit it and everything except your ship slows to a crawl, letting you thread through dense bullet patterns or reposition before a boss volley lands. It is metered and limited, so it rewards restraint rather than spam. For a solo-developed arcade title priced at the cost of a coffee, that is a legitimate design win. The rough edges are real and worth naming. The title was reported by community members to have a missing executable issue on certain installs, requiring players to locate the .exe manually rather than launching directly through Steam. Linux support has been similarly inconsistent, with the Steam build shipping a Windows executable that requires Wine for some users. These are not cosmetic complaints - they are friction at first launch, and for a low-cost impulse buy, friction at first launch is where players quit. If you pick this up, be ready to poke around if it does not start immediately. The gameplay itself, once running, is polished enough: colorful, fast-paced pixel art with boss encounters that scale reasonably well and an arcade high-score loop that holds attention across short sessions. Think 20-30 minute runs, not marathon campaigns. Who is this for? Anyone who grew up on arcade quarter-eaters and wants something mechanically honest. The spacecraft unlock grind gives achievement hunters a reason to return, and the 25 Steam achievements add some structured progression to what is otherwise a pure score-chasing loop. It is not trying to be Touhou or Ikaruga. It knows its lane, and for the most part it stays in it without apology. The pixel art is handcrafted with enough color care to keep the screen readable mid-chaos, and while the soundtrack is not the kind of soundscape I would loop outside of the game, it serves the tempo. Just plug in a controller - this was designed as a twin-stick shooter, and the keyboard-and-mouse option is functional but clearly secondary.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Twin-Stick ShooterBullet Time MechanicSpacecraft UnlocksHigh Score LoopSurvival EscalationPowerup SynergiesController Recommended

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
512 MB RAM
Storage
50 MB available space
Graphics
Basic motherboard graphics card
Processor
1.6 GHz
Sound Card
Basic motherboard sound card

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Información del juego

Desarrolladora
LionSword
Distribuidora
LionSword Studios
Fecha de lanzamiento
11 mar 2016

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¿En qué plataformas está disponible Generic Space Shooter?

Generic Space Shooter está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Generic Space Shooter?

Generic Space Shooter se lanzó el 11 de marzo de 2016.

¿Quién desarrolló Generic Space Shooter?

Generic Space Shooter fue desarrollado por LionSword y publicado por LionSword Studios.