Robonslaught

A top-down shooter about clearing rooms, finding ridiculous weapons, and stopping a robot outbreak.

Fight your way through rooms filled with machines, improve your build, and discover what (or who) is behind the outbreak.

Play alone or team up with friends in online co-op.

Status
In development
Platform
Windows / PC
Modes
Single-player and online co-op

About the game

What is Robonslaught?

Robonslaught is the game I wanted to make after playing Robokill and Ninja Kiwi's SAS series. I loved both series and grinded them for hours upon hours to chase that build I wanted.

What can I expect?

The gameplay loop is simple: you enter a room, the doors lock, and a lot of enemies swarm you. Survive, collect better equipment, fight stronger enemies, and repeat. The depth comes from the weapons you find, the builds you can create, and the friends you meet along the way.

Robonslaught is also being built for players who enjoy optimizing everything. Levels will record your best runs, and leaderboards will give solo players and co-op teams something to keep chasing.

There will be achievements for completionists to chase. Some will be easy; some are reserved for the best only.

A work in progress

Taking shape

The Factory has new surfaces and lighting, the equipment screen has had another pass, and opening a cache now gives the reward its own entrance. Here's where the build has got to.

Read the October updates
October 1 Windows development capture of the Factory cross room, with lit concrete walls, aligned doors, machinery and the combat HUD

The Factory, with the lights on

New floor, wall and machinery artwork sits under working room lights. Doors cast moving shadows, and enemy surfaces respond to the light around them.

Development capture ·

October 2 Unity equipment capture showing an Atlas MK1, rarity backgrounds, stacked equipped weapons, augment capacity and summary stats

A closer look at your loadout

Equipped weapons sit beside a larger item preview. Rarity backgrounds, faded empty stars and separate grade and MK badges help you read each item and its augment capacity.

Development capture ·

October 2 prepared cache reward showing an Epic Bloom MK1, grade six, two unaugmented slots, credited bonus shards and Keep or Sell actions

A haul worth extracting

The lid opens, the item rises, then stars and grade reveal its augment capacity. Inspect the reward before keeping or selling it. Any shards in the cache are added to your balance when it opens.

Development capture ·

October 1 Windows development capture of the Zoo, with overgrown floor tiles, rounded planters, enemies and the combat HUD

Further into the Zoo

The Zoo has destructible planters and revised encounter budgets. Its rooms keep their own enemy mix, with threat progression brought closer to the Factory at matching levels.

Development capture ·

September 23 tactical map with a blue current room, green cleared rooms, a red key room, a TELEPORT action and an ordered mission table with checkmarks

A factory you can read

See which rooms are cleared, where hostiles remain, and what is still unexplored. Follow the mission log and use unlocked teleporters to get back through the factory.

Development capture ·

September 23 crafting screen with red category tabs, weapon recipes and level requirements

Crafting

Turn materials into equipment and keep working toward the loadout you want.

Development capture ·

September 23 shop screen with red menu accents and equipment offers

The shop

Browse weapons, armor, caches, and augment cores between runs.

Development capture ·

A black mystery cache with a white question mark

???

Game captures use test characters. Shown equipment, rewards and balances are prepared examples.

My reason for building it

Why am I making it?

“I was the mover. My brother was the shooter.

The truth? I want to explore this world as well, and build this as a challenge and a hobby—not necessarily for money. I'm a computer science student from Hungary, and Robonslaught is currently a completely solo project to prove something to myself: I can do this as well. I have been trying to find myself in the software development space, and what better thing to try than mashing together my favourite games?

I grew up playing Robokill, Ninja Kiwi's SAS games, and Red Storm 1 and 2 as well (shoutout to you if you know them). I especially loved grinding for the strongest weapons and finally reaching the point where an entire room of enemies could be destroyed in seconds.

The multiplayer side of SAS was probably the most memorable part. I remember playing SAS 3 somewhere near Lake Balaton on my phone, playing a few matches, then jumping on the trampoline for a break. SAS4 was another favourite: counting down on Skype so we could join at the same time and end up in the same Nightmare lobby. Good old times.

Robokill sadly never had multiplayer, but my brother and I did it the OG way: I was the mover, and he was the shooter. It remains one of my favourite memories of the game. (P.S. Shooter Mover was an older name I came up with for the game, but I decided Robo-onslaught feels a bit more memorable.)

Therefore, Robonslaught started because I wanted to combine those experiences.

I want the room-clearing structure and weapon hunting of Robokill, mixed with the classes, co-op teamwork, and long-term progression of SAS. I want players to be able to become powerful without removing the challenge. I also want the game to reward people who enjoy experimenting with builds, grinding for better equipment, or just the thrill of saving 0.1 seconds on a map.

Artwork and workflow

A note about the artwork/workflow

I don't think this is really surprising, but Robonslaught uses AI-assisted artwork.

I understand that this is a deal-breaker for many people. I did do my research, but let's be frank: I am a software engineer (or will be, hopefully), not an experienced 3D artist. I never really liked art as a subject either. Since I am developing the game alone, creating every robot, weapon, armor set, effect, and animation from scratch would add years to the project. Hiring an art team is not financially responsible or possible for me right now.

On the other hand, using AI-assisted tools gives me a chance of finishing the game. Contrary to popular belief, prompting “make the next Robokill and SAS-style fan game in a day, no mistakes, with all assets and animations, make them look good, no bugs tho, with good marketing as well while you're at it” does not work yet. Even if it did, the amount of balancing for a game this size is really hard. I have to give Ninja Kiwi some props for doing a good job there.

What AI can produce is a solid model, but it does not know whether that model feels good; most of the time, it doesn't even know how many arms it has. Let's not even talk about animations.

One thing I can promise:

I will not accept low quality. I will not accept enemies that do not fit or tiles that feel off. If something is not good enough for the game, I will keep working on it.

Still interested?

Multiple weapons at once...?

Yep. If you're coming from a SAS-styled background—or have never heard of either game—this might surprise you, but in Robokill, you had up to four weapons at once.

I want to spice this up by adding some variance: some classes have more, some have less, giving the classes more personality just from that alone.

Four classes

Four classes

Four playable frames, each with its own mounts, ability, and approach to a room. These are the current mech designs. Numbers will keep changing during testing.

01Juggernaut mech from the current game artwork with its class weapon mounts
Heavy frame

Juggernaut

Four weapons + Hold the Line

The heaviest frame brings four weapons into every fight. It trades running speed for more health and the firepower to hold a room.

Hold the Line increases direct damage and pierce. You can still move while it is active, but standing your ground gives the full bonus.

02Assault mech from the current game artwork with its class weapon mounts
Aggressive frame

Assault

Two weapons + Rage reserve

Two regular weapons keep Assault fighting between bursts. Assign a third gun to the reserve slot and deploy it with Rage when the room gets crowded.

Rage also increases fire rate and shortens reloads. Choose the reserve weapon that complements your loadout, then make the most of its active window.

03Medic mech from the current game artwork with its class weapon mounts
Support frame

Medic

Three weapons + Medkit

Medic carries three weapons, so keeping the team alive does not mean watching from the back. Its Medkit provides recovery alongside a full combat loadout.

Build toward healing and support skills while keeping enough firepower to clear rooms on your own.

04Booster mech from the current game artwork with its class weapon mounts
Mobility frame

Booster

Two weapons + Dashes

The lightest frame moves faster and has less health to spare. Two weapons and dashes reward careful positioning and quick decisions.

Its speed bonus grows as you level, with additional dash charges at levels 12 and 25. Use the extra mobility to cross a room, escape a bad angle, or keep a run moving.

Beyond the main story

More than a fixed campaign

I want players to have reasons to keep playing, whether they enjoy building, pushing the difficulty, or simply collecting things without a credit card getting involved.

01Level editor

Create your own levels

One feature I always wanted in games like these was a proper level editor.

Robonslaught already has a development editor for building maps, connecting rooms, and placing encounters. Tools for players to publish levels and play them with friends are still planned. Community levels should count toward progression; the balance for that needs more work.

02Difficulty

Choose how hard you want it to be

Not everybody wants the same level of difficulty. Normal mode will be enjoyable for players who primarily want to explore, collect equipment, and destroy robots.

Hard, Nightmare, or Impossible modes will be made for those who still want a fair share of challenge, even at level 100 and completely maxed out.

03Monetization

No paid items

Robonslaught will have crates and randomized rewards for excitement, but you will not be able to purchase them with real money. Weapons, armor, and progression resources will not be sold for real money either.

The most overpowered card in any game, the credit card, will have no power here.

The equipment chase

Weapons and armor

339 weapons and armor pieces in the current catalogue.

A few favorites from the arsenal, followed by two complete armor sets. Explore every manufacturer, rarity, and mark in the full catalogue.

Aurela Ghostline
Weapon

Aurela Ghostline

Imperator MK1
Weapon

Imperator MK1

Helix Plague Choir
Weapon

Helix Plague Choir

Kestrel MK1
Weapon

Kestrel MK1

Noctis Event Horizon
Weapon

Noctis Event Horizon

Rook Fivefold
Weapon

Rook Fivefold

Veyra Starwell
Weapon

Veyra Starwell

Volta Last Light
Weapon

Volta Last Light

One set. Three marks.

Paint, trim, and chevrons distinguish MK1, MK2, and MK3. The fitted armor keeps the same shape and coverage. Inventory cards use the game's new flat silhouettes.

Aegis Works Complete set renders

Complete Aegis Works MK1 armor fitted to the same mech
MK1
Complete Aegis Works MK2 armor fitted to the same mech
MK2
Complete Aegis Works MK3 armor fitted to the same mech
MK3

Nova Ltd Complete set renders

Complete Nova Ltd MK1 armor fitted to the same mech
MK1
Complete Nova Ltd MK2 armor fitted to the same mech
MK2
Complete Nova Ltd MK3 armor fitted to the same mech
MK3
Browse items here /

Built in public

Development notes

Robonslaught is still early in development. Systems will change, and balance decisions will be reconsidered. The devlog here will keep everyone updated on my ideas and decisions. That way, you know progress is being made.

Read the devlog →

Now I have to prove it.

If you've read all this way, then you're a real one, but this is only words. Ideas remain ideas unless acted upon. This is a very ambitious project, that's for sure. The real work is making the weapons satisfying, the enemies readable, the classes balanced, the multiplayer reliable, and the grind rewarding without becoming exhausting.

That is what I am working on now.

If you miss Robokill, SAS, co-op grinding, absurd weapons, difficult missions, or endlessly improving your best time, you can follow the development and see whether I manage to build the game I have been looking for.

Follow the development →

Your feedback

Tell me what you think

Robonslaught is being built publicly, and honest feedback is useful. You can suggest an enemy, question a balance decision, share an idea, criticize something that does not work, or simply say hello. You do not need an account to leave a comment. Questions and comments I get will be answered in the next devlog. Disagreement is welcome. Spam, harassment, and illegal content will be removed.

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