
ShipLord
Dodge asteroids, collect quasar, outlast three bullet-hell bosses. ShipLord has a decent idea at its core but barely enough content to see it through.
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About ShipLord
I wanted to like ShipLord. There is a quiet sincerity to the way it commits to a single mechanic: keep your ship alive, vacuum up glowing orbs called quasar before a two-minute timer expires, repeat on progressively chaotic asteroid fields. That lean focus can work wonders in the right hands, and for the first couple of sessions there is a real pulse to it. Dodging a dense rock shower while holding down the energy tractor to hoover up collectibles, then popping the force field right before an asteroid cluster closes in, genuinely feels satisfying. The three abilities (shield, energy tractor, and force field) each have cooldowns you upgrade over time, so early runs carry a pleasant tension around ability management. The medal system, which ranks your performance from wood up to diamond, is the spine the whole game hangs on. Better medals mean more upgrade points, and upgrade points let you shorten cooldowns and extend ability durations, which in turn make you better at earning diamond medals. It is a functional loop, though a shallow one. The problem is that the upgrade tree is about refining existing abilities rather than opening new playstyles, so after a few hours the ceiling arrives quietly and the loop stops teaching you anything new. The three boss encounters break up the asteroid stages and tip into bullet-hell territory, which is where the gap between ambition and execution widens the most. The ship moves fast, which works brilliantly in open asteroid fields, but the same speed becomes a liability against bosses who require precise, measured movement the control scheme was not really designed for. Diamond rank on any boss on high difficulty quickly shifts from challenging to arbitrary. Visually, the space backdrops are the clear labour of love here. High-resolution planets and a rotating moon or two make for genuinely pretty loading screens, though that same background detail occasionally blurs the line between scenery and incoming hazard, which says something about the visual hierarchy. The asteroid models are plentiful (over a hundred variations, apparently) but the ships themselves are palette-swapped recolours of a single base design, which is a notable miss given the title promises some sense of fleet identity. Audio is functional but thin, sitting closer to placeholder than atmosphere. The soundtrack does just enough to keep the silence away without doing anything memorable. For completionists who measure value in Steam Achievements, most of the achievement list can be cleared in two to three hours. Anyone chasing full ship unlocks or diamond ranks across every level should budget a bit more time, but diminishing returns set in hard. The community remains small, there have been no major content updates since launch, and a reported bug affecting at least one boss level has lingered in the forums for years. It is a game that arrived with ideas it did not quite finish. ShipLord is best understood as a curiosity from a small studio finding its feet. The core dodge-and-collect loop has a flicker of real fun in it, and fans of old arcade survival games may find an hour or two of honest challenge here. But the content breadth simply does not support a longer commitment, and the rough edges around the boss design, visual clarity, and audio production are hard to overlook at any price point. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 512 MB RAM
- DirectX
- Version 9.0c
- Storage
- 2 GB available space
- Graphics
- 512 MB or higher
- Processor
- Intel dual core 2.0 Ghz
Recommended
- OS
- Windows 7 or 8
- Memory
- 1 GB RAM
- DirectX
- Version 11
- Storage
- 2 GB available space
- Graphics
- 1GB or higher
- Processor
- Intel dual core 2.4 Ghz
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Reviews & Ratings
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Game Info
- Developer
- EGAMER
- Publisher
- SA Industry
- Release Date
- Dec 2, 2015

