Based in Vancouver, Canada
May 1st, 2015
ROCKETSROCKETSROCKETS started life as a animated rocket tweeted by artist Loren Bednar in early 2014. Spotted by his friends at Radial Games (Andy Moore, founder and former commercial pilot, and Dr. Kimberly Voll, game developer and cognitive scientist), the two couldn’t resist a quick break to build a flying demo using Loren’s colorful rocket.
Ready to pitch two other games at GDC 2014 later that year, the team was unexpectedly delighted when a casual showing of the rocket demo caught everyone’s attention--not even a game yet and still they found themselves having to tear people away from the demo. Sensing a hit, Andy and Kim dropped everything, spending much of the remaining week at GDC locked in their hotel room coding. By the end of the week they not only had a game, but an excited fan base and a launch plan.
Returning from GDC, Radial Games polished and released a small version of ROCKETSROCKETSROCKETS on Steam Early Access a month later, and has spent the last year expanding and improving the game to get ready for its full-scale launch May 1st, 2015.
In ROCKETSROCKETSROCKETS players take to the skies in a beautifully intense, dynamic and colorful game of rocket tag. Filled with a whirlwind of fireworks, sparkles and action, this ‘80s-meets-modern dogfight is coupled with an amazing soundtrack making it the ultimate party game. The fluid, easy-to-learn/hard-to-master controls make ROCKETSROCKETSROCKETS a skill game with room for all levels.
For those seeking a more ethereal experience, ROCKETSROCKETSROCKETS also supports Zen Mode, allowing 1-4 players to simply draw with the music.
Designed to inspire connection, this local multiplayer game brings people together. The unexpected dichotomy of dogfight-meets-space-ballet provides a unique friction-free playing field that we hope will provide an intimate and artful gameplay experience.
Updates Since Early Access: The Evolution
Since ROCKETSROCKETSROCKETS launched on Early Access in May 2014, we’ve been collaborating with the online community and working tirelessly to make the game the best that it can be. Here are some of the changes we’ve made in the past year:
- Multiple game modes: Bubble Mode, Tug-o-War, or Tournament
- Non-competitive Zen Mode: A Radial Games favorite, this game mode allows players to simply fly around the beautiful environment and draw. Work alone or together to create mesmerizing designs.
- Multiple tunable features: Make the game uniquely yours (sumo rockets, anyone?)
- Even more audio tracks!
- 1-4 players (free-for-all, team-based, or co-operative Zen Mode)
- Artistic colourful trails--each match is a unique work of art!
- Blood-pumping, one-of-a-kind soundtrack by Ben Lam
- Challenging, human-like AI
- Oh, and ROCKETS, ROCKETS, and more ROCKETS.
Awards so far:
- SXSW Official Selection Gaming Awards 2015 (also, second-place audience choice award)
- Indiecade 2014 Selection (main stage feature at Night Games)
- Destuctoid Editor’s Choice Best of PAX 2014
- Big Sushi FM Golden Sushi of Sophistication, PAX 2014
- Georgia Straight, Best of Vancouver Winner 2014
- MIX Showcase selection, SIGGRAPH 2014
Ten-second teaser (YouTube)
Logo & Icon
- “People sat down and played [the demo] for hours on end, and it was just the beginning. The game is fast, frenzied, and gorgeous even in these early stages.”
- Geoff Thew, Hardcore Gamer
- “I’m ga-ga for rockets.”
- Big Sushi
- “The agility of these rockets belongs in the Luftrausers universe, where survival is only possible if you can stall your plane's engines and turn on a dime in mid-flight. Get to grips with that and you can dance.”
- Kill Screen
- “[ROCKETSROCKETSROCKETS is] blowing minds with their fast paced psychedelic procedural dog-fight!”
- “This game feels marvellous. The physics are spot on and manage to be wild and delightful without the player losing their sense of agency. That's a hard balance and you nailed it.”
- “I looooove ROCKETSROCKETSROCKETS. Great couch-multiplayer. I often sit down to play a couple games and then just get sucked in for the night. It's fun to have a bunch of people all yelling and gasping at the action”
- “…the song Ben [Lam] did for [ROCKETSROCKETSROCKETS] is literally the best thing I have ever heard in the past 30 years. I am freaking out.”
- “It's a 2D physics game about dancing and flirting. It happens to use rockets, but believe me when I say it's a game about flirting. [...] ROCKETSROCKETSROCKETS is really special.”
- “This is like Asteroids on steroids.”
- “The controls are enough to hook players, but then you follow it up with a deceptively simple set of ammo that allows for deep strategy. The AI is tough, but not impossible - a perfect combination to keep players trying.”
- “The visual and audio design are impressive in their level of polish and the retro-fusion sort of vibe they create; perfect for a game called ROCKETSROCKETSROCKETS.”
- “Just MARVELLOUS! ROCKETSROCKETSROCKETS has that perfect balance of depth and simplicity. It's easy to understand, but quickly becomes like a conversation between two players. Taking out an opponent always feels earned, and likewise getting hit usually warrants a congratulations to the opponent for taking advantage of a weak spot.”
Request Press Copy
You can always request a press copy by sending us a quick email.
- Development Blog
Team Rockets posts to the official dev-blog: rocketsrocketsrockets.tumblr.com
About Radial Games
We’re Radial Games (founded in 2009) a small, dedicated team of very experienced developers. Our team members have released many titles ranging from Triple-A to indie, including Neverwinter Nights, Star Wars: Knights of the Old Republic, Jade Empire, SteamBirds and Monster Loves You!.
More information on Radial Games, our logo & relevant media are available here.
Dr. Kimberly Voll
Programmer, game/UI designer, and AI specialist
Technical Artist, designer
Artist and game/UI designer
Power Up Audio