Demo updated!

Flightpath

A casual, easy to play, story-driven shoot 'em up where your path choices affect the outcome of the story! Select one of three characters, each with their own storyline, and see how the choices you make change the way the game unfolds.

Version 0.29 of Flightpath is now live! We've fixed a good amount of bugs from the previous version, as well as implemented a few new features based on your feedback! One of the common comments we received was how frustrating it was to instantly lose if you accidentally clipped a very strong enemy, like The Junkyard King. This has been addressed by setting a max-damage cap, and a temporary grace period. This change should make the game a lot more welcoming to people new to the shmup genre. We also added an option to turn off the slowdown effect during the comms in-game. If you want to take your time to read, leave the option on, but if you just want to jump to the action, go ahead and turn the slowdown off. AJ is also now playable up to stage 3! Explore a new storyline as you try to defeat the Syndicate! Besides that, a lot of changes to audio and UI improvements. For details, you can read the patch notes here v 0.29 - Adjusted audio normalization for most audio clips - Introduced audio ducking for important audio clips - Fixed a problem when several weapons sharing the same audio clip played at the same time, causing audio saturation. - Fixed a problem when several enemies would explode at the same time, spiking the volume up. - Fixed a visual bug that would make an enemy formation pop on the screen instead of flying in. - Improved credits crawls at the end of the game, customizable for PC/console versions (with / without publisher) - Improved energy booster drop logic, trying to drop a booster whenever the player needs it. - Initial enemy balance for all AJ stages. - Replaced placeholder assets with final version - Fixed machine gun getting silent after shop - Changed how the shop handles localization for weapon locations for flexibility - Added option to turn slowdown on/off during comms. - Fixed bug that would speed up comms after the Pause menu - Visual adjustments to mine stage enemies v 0.28 - Brushed up game assets for Cloud planet stage. - Swapped to a new shop model for the Asteroid Belt mission. - Added custom dialog / scenes for AJ's - Micah's interactions (Bonus Missions) - Improvements on stage building to help catch invalid stage configurations early on - Added a custom ending to Desert ending stage, since the jump to the cutscene was too jarring. Now Kath's ship lands on an installation before jumping to the story. - Improved credits distribution during "Chase Runaway" mode (it wasn't dropping any credits until the very last end) - Added a little direction arrow that points to nearby targets (buildings to destroy, objects to pick up) - Fixed a bug on bosses' laser beams that would get stuck if the player used their special attack while the laser was on. - Added more destructible things to bonus stages for extra mayhem. - Fixed a bug that left some dropped coins floating around after the stage was complete - Added a closing screen / credits after finishing the game - Fixed a UI navigation bug on the Shop that would only let the player circle around in one direction - Fixed a UI navigation bug on the Shop that would leave the "detach weapon" button highlighted despite being inactive - Fixed a Shop bug that would show an overload warning when detaching weapons - Adjusted SFX playback so sounds wouldn't cancel each other out when several weapons were shooting at the same time. - Several costs and power adjustments for weapons and other equipment - Balancing of difficulty on several stages - New starfield loading screen effect - Added support for ultra-wide screens - DEFEND markers disappear if successfully defended an installation - Demo release of the first 3 stages for AJ