Savage Vessels is a rogue-like 2D space shooter with pixel-art, physics and hard survival.

It's in development and you can wishlist it on Steam.

Within fields of asteroids and fragmented freighters you scavenge and combat against robot vessels. At the same time you have to keep away from the strange surrounding void, that swallows up smaller masses and backs away from larger ones.

With your carrier you got into this threatening area, where hyperspace reaches into our realm. In order to escape you have to determine your location repeatedly. It's rather simple: leave the carrier, visit some navpoints, land again and move on. But the robots won't let you. So you have to arm against them by gathering and crafting.

The levels consist of crafted regions, which are combined randomly. Items and enemies are also assigned randomly to certain locations. You get used to the levels, but every replay differs, so the game will be able to kill you even after 100 sessions. By the way you can look at Savage Vessels as a spiritual successor to Teleglitch.


  • top down pixel-art
  • dynamic field of view
  • levels with predefined regions, combined randomly
  • crafting weapons and devices
  • inertia + collision, based on pixel shapes
  • sound with striking Doppler shift
  • hard + permadeath
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New Demo available


A new Demo is available. It covers the last 5 months of work.
Download on (42 MB; PC, Windows).
I picked some improvements, which I want to show you here.

1. Flotsam

When levels are generated the items are placed in form of flotsam. They are clusterd and cannot drift away or even into the void. The player can still drop single items and has to take care of them. This is all fair.

2. Retreat & Fight

The hostile robot vessels have become smarter. It's no longer that easy to lure them into the void. And when they get stuck, they try to get free again. Briefly their performance appears more believable. The player has to rival them and for that reason I gave him a fallback melee weapon: the salvage ram.
So when you're running out of ammo or retreating is bothering you, you can poke your enemies destructively.

3. UI

Under enemy fire you need some essential information: HPs, ammo etc. I tried to integrate those infos into the HUD, simple and readable.
The Line-of-fire for example shows magazine state and reload duration.

... and wishlist on Steam.




About giving player and enemies more ways to fight each other.

KPas Creator

New dev blog entry on Steam:

Reply Good karma+3 votes

Teleglitch with spaceships! : D

Reply Good karma Bad karma+3 votes
KPas Creator

That's the plan at least. :)

Reply Good karma+3 votes
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Savage Vessels
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Latest tweets from @savagevessels

Another kind of truckload: mines. #gamedev #indiedev #indiegame #pixelart #roguelike #spaceshooter

Jun 15 2019

A new DevLog entry on TIGSource about constellations on the map. #gamedev #indiedev #indiegame #pixelart

Jun 12 2019

RT @WWGAMINGNZ: Adding the first of the enemies into the game. #indiedev #indie #gamedev #RetroGaming

Jun 10 2019

An upgraded sawgun: the Saw MG FF. The magazine allows a salvo of 3 sawblades. And FF stands for friend-or-foe.…

Jun 1 2019

Guard for higher levels. This footage proves: you can survive the salvos. Watch out for the red flash and sound of…

May 25 2019

Steam Update

May 22 2019

Security turret for higher levels. #gamedev #indiedev #indiegame #pixelart #roguelike #spaceshooter

May 18 2019

RT @Dustereg: Midday stream today, Mostly old roguelikes and indie titles Starting with some Teleglitch a game I forgot I owned!

May 15 2019

Mine launching turret. The spread seems to be predictable, but shockwaves alter the trajectory of other mines.…

May 11 2019

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