
Ctesiphon
A downloadable game for Windows and Linux
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Her long awaited vacation cut short by an orbital invasion, bounty hunter Ethelyn Dax takes on a whole army of mercenaries and their robotic auxiliaries to reconquer the resort city of Ctesiphon.
A Sci-Fi Boomer-Shooter made from scratch in C/C++ and OpenGL by one dev over the course of nearly a decade. The game has been through multiple rewrites and long hiatuses,
| Updated | 16 days ago |
| Status | In development |
| Platforms | Windows, Linux |
| Release date | 28 days ago |
| Rating | Rated 4.4 out of 5 stars (54 total ratings) |
| Author | stomygame |
| Genre | Shooter |
| Made with | Blender, Bullet (Physics Engine), Audacity, Krita |
| Tags | boomer-shooter, Female Protagonist, First-Person, FPS, Futuristic, Low-poly, Retro, Sci-fi, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Xbox controller |
Purchase
Buy Now$9.99 $6.99 USD or more
On Sale!
30% Off
In order to download this game you must purchase it at or above the minimum price of $6.99 USD. You will get access to the following files:
Ctesiphon-v1.04.zip 240 MB
Ctesiphon 2016 Prototype (requires Java) 42 MB
Download demo
Download
CtesiphonDemo-v1.04.zip 202 MB
Development log
- Version 1.0416 days ago
- Patch Version 1.03a28 days ago
- CTESIPHON IS LIVE!28 days ago
- Patch update v1.02c68 days ago
- Patch update v1.02b84 days ago
- Demo Version 1.0288 days ago
- Demo Version 1.0195 days ago
- Official DemoSep 12, 2025















Comments
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Almost done with the game, it feels rather short for something this fun.
I'm looking forward to seeing what you make in the future.
absolute banger. frickin love it, the OST is one of my favorite things in this game, where i can find it?
All of Jens Vide’s music from the game is available right here on itch!
System ST91’s contributions were commissions and I don’t think he’s made them available for sale but he’s got a lot of stuff on his bandcamp page. I especially recommend MindHacker, his Ghost in the Shell tribute as it was why I commissioned him in the first place.
I got Riot Revolution off of Wimus’ soundcloud many years ago but I don’t think it’s available anymore.
I haven’t talked to all the artists about putting together a soundtrack release. It is something I can look into though, one of the songs was made by me personally so that would be a no-brainer.
Just got this game. I played the first level. Really neat.
I was wondering if there is a way to remap keyboard controls that I missed? I couldn't find anything on the controls menu? I have one keyboard key broken. I can play the game but I find it a bit annoying. I am using Windows 10 if it matters.
From the main menu if you go Settings and Controls just scroll down and you should have a list of rebindable keys. If it’s not there it’s definitely a bug I’ll have to fix. The scrollbar can be easy to miss too, it’s on the left.
I don’t normally respond quite this fast but I just refreshed as I was about to turn in for bed, haha
Ah yeah. I don't know how I missed that it was a scrollbar. I did click it but it nothing (because I didn't drag it). Silly me. Thanks and hopefully I didn't ruin your sleep.
I hope buying on Itch Creator day helps a lot!
I like the art style, which reminded me of Shogo. It’s very colorful, and the movement/controls feel smooth and responsive. I’ll definitely wishlist the final game—best of luck with the 1.0 release!
For demo v1.02:
I beat the demo on Hard and didn't have any balance concerns. I spent a pretty good amount of time looking for all the secrets, but didn't find them. I think I ended up sequence breaking stage 2 by jumping from a tree up onto the highway; I'm glad the game lets you do stuff like that. Great music and visual direction, and the controls are fluid. Source-style crouch jumps are a nice addition. The further in I got, the more I was impressed. The attention to detail in the city really stuck out, but I shudder to think about what 10% of the Milky Nut is recycled.
You might want to lower the default sound effect volume some. I appreciated being able to break the cacti (PLEASE add a Steam achievement with the full release for breaking them all). The flinch effect on hitting basic enemies feels really good. I did find that the saw-hand enemies had a hard time navigating stairs. The secret jingle is great, but also way louder than the rest of the music.
The controls menu is a little wonky and could use a little work if you get to the time. The setting for which controller you're using being the only text heading in the menu made me think at first that all the settings below it were for XInput Controller No. 1, so you might want to encapsulate the text in a box together with the Select Gamepad UI elements. Gamepad selecting being a scroll bar instead of radio buttons is also bizarre, but if it works, it works. You might also want to add the text about pressing a bound key to unbind it in the popup text where it says "Push a key/button to bind to [INPUTNAME]." These are minimal concerns, though.
I didn't know that alt-fire actually did anything until seeing the "walk while zoomed in" option while writing the above. It might be a good idea to throw up a tutorial for alt-fire somewhere, like maybe when you pick up the first SMG, then another saying "some weapons have a different alt-fire" when you first grab the shotgun.
I did find one tiny bug where walking off of some surfaces would instantly kill your horizontal momentum and you'll fall straight down instead of running off; it happens sort of consistently but not every time with the little standing lights on level 1 (pic related). It also happens sometimes when running off the roofs of cars.
I also try to make a commitment to getting into places where I'm not supposed to be, and in the start of stage 3 where the magenta terminal is (near the mech enemy), I jumped from the boxes to the slanted pipe onto the building, and you can see OoB. If you walk into that garage area on the right, you get softlocked.
I had a great time with Ctesiphon and I'm excited for more. You did a damn good job.
Glad you enjoyed it!
I’m not planning on adding steam achievements but if I ever change my mind that’s a pretty good one.
Thanks for the control binding suggestions, controls have come up during Steam review so I can fix some of these now.
Collision problems have been a huge thorn in my side the whole time. For future games I intend to ditch Bullet physics and just write my own because there’s endless dumb problems like this that Bullet makes really difficult to work around while also needlessly consuming tons of CPU cycles. At some point I may backport these changes to Ctesiphon but for now this is just going to have to be a quirk that comes up sometimes.
I had somebody else also find their way up into that OoB area. I do want to encourage exploration so I’m redesigning that corner of the map to make this look a little more intentional and to remove the opportunity for soft-locking.
Thanks for trying it out, release won’t be long now.
Do you plan to release full version also on Itch.io?
Yes, absolutely. I’ve set a purchase price but will also have a launch discount sale to match the one on Steam.
I like this! Would love an option for walk to be a toggle though. Personally I dislike holding movement modifier keys. Something like an option in the keybindings for a key to act as a walk toggle, or an option in the settings for press to walk or it to be a toggle.
The shotgun fire animation needs a little work. Could study the classics like the shotguns in Doom/Quake. More camera kickback would help I think. Sound needs to be a bit more bassy as well. Overall it really lacks the "punch" a good shotgun requires in a game like this.
But it's enjoyable. Will definitely pick this up when it's finished!
Very nifty! By the way, if you ever need a voice actor for this, feel free to giz a shout!
I’ve been really reluctant about adding proper VO. I might consider if an actress were really hyped to play the main character, even if its just barks rather than full lines. Otherwise I can’t really justify it.
I like how it looks.
I completed it and I liked it. Reminds me of Zortch, which also use custom engine.
Can you add option to enable texture filtering?
I don’t think it will look as good but yeah, I will.
İt's been long since I played a arcade fps this good. Keep up the great job!!!
This has good bones so far. Just keep at it and it'll be great!
Linux Version:Unable to kill the first guy using the spike.
That sounds pretty strange, I’d sooner expect the game to not run at all than for that specifically to not work, could you show me a recording? You do have to be really close, if they spot you first and start running away you usually have to give chase until they stop to shoot before you can easily hit them.
I do have a very crappy computer... Enjoy the screen recording from a potato :)
Wow, no kidding it genuinely doesn’t connect! It’s definitely the framerate, I just tried it out with a limit of 20 FPS and had exactly the same bug.
What’s happening is that the melee attack only detects collisions for a single animation frame, and if the framerate is lower than 30 FPS you’ll completely pass through that window and it never detects anything. I’ll have this fixed for the next demo in two weeks, I can redo the logic so it will do the detection for at least one render frame.
Glad my crappy potato was able to find that bug for you :D
Yeah there we go, you should be good in the next demo. Thanks for posting the video! I wouldn’t have found the problem so easily without it.
Really fun to play, and I love the art style! How did you do the texturing? Did you paint everything or use images etc?
Thanks! Some of it is image reference, like bark, wood, and dirt; but the concrete, metal, and foliage are all hand-drawn in Krita. The grass is a photo I took myself and then color graded.
Glad you liked it, and I love the video! “I got bullets for everyone and I’m dead generous today” - you had me in stitches 🤣
I’m aiming to release sometime near the end of the year with a few more levels and some story elements. Just have to grind it out!
Absolutely gonna make it
I'm liking what I'm seeing so far.
Pros:
+The game flows well and the art direction is solid.
+I noticed that magazines and shell casings make noise and collide with your body, nice touch.
+The music fits well.
Negatives:
-MG ammo was a bit generous, I could get enough of it that I rarely had ammo issues.
-Enemies were easily stunned and encounters felt a bit easy.
Stuff I'd like to see:
*Might I request that the Data Spike get a melee attack button? It seems difficult to justify the spike being just another weapon when it's an extension of the player character's body. You can even pull a Duke Nukem and keep the spike's weapon slot.
Thanks for trying it! It’s been a long time but it’s coming together.
I’m in the middle of an optimization pass on the AI to allow for a significant increase in the enemy count which should make the encounters in later levels ramp up. I will be adding some difficulty options later that can limit ammo and health pickups as well.
I can justify it on two counts: 1 - I’m looking for any possible excuse to cut things out of scope, and I wouldn’t want to do quick melee without proper animations. 2 - Even integrated into her arm, she still has to pull it back to throw a punch. Changing weapons represents having to commit to that. There’d be this annoying delay every time you hit the quick melee button, whereas in the melee stance it’s near instant.
All valid points regarding my suggestion.
Out of curiosity, what alt fire modes did you have in mind for the spike and rocket launcher? I'd rather hear your ideas before handing mine out.
I don’t have anything in mind for the spike, the rocket launcher already alt-fires the rockets as grenades which do extra damage but bounce around unpredictably
I respect this project, it were amazing, i really liked the mgs influence and how light it is!
If you ever need a writer for a game, i am open to help! A RPG inspired by fallout or deus ex with you would be amazing.
Thank you for the kind words! MGS is a very unconscious influence on me, I rarely intentionally try to emulate it but I listen to the soundtracks and ideas from there just sneak in, lol.
I’m intending to release this game this year and need to do a little writing for it, I’m trying to keep it as simple as possible but when I get to it in a few months I can bounce some ideas off you if you like.
My big space game is taking a lot from Deus Ex and Morrowind, it’s those kinds of games that seem to be what I’m most naturally suited to. It’s just a shame they’re so much work to get together!
I didn't even saw that you had a Space game prototype!
Trully, you are a Team of one men. You can complete that game alone and there will be people playing it and loving it. Your engine allows dialogue trees, and your previous experience in writing events can create..., well..., cinematographic events!
You have the cheese and the knife in your hands to eat it.
Now, allow me to contribute to your project and, maybe, become a partner to you:
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The Birth of the Lunar Constitution
The founding of the Moon, ironically, began like all others in human history: with a disagreement.
Not the kind settled by a handshake or a convenient treaty, but something craftier—a problem that made Earth’s leaders scratch their heads in perplexity.
It started when a few lunar colonies—some military, some scientific—decided, with the quiet resolve of a cheating spouse, that they would no longer obey the nations that had founded them.
To the governments of Earth, this was rebellion. And for rebellion, there were always two old remedies: cut the supplies or call in the good old brute force.
But the universe has a peculiar (or perhaps universal) taste for entropy. Among the colonists, there was a particular astronaut, one well-versed in what he called the historical geopolitical dialectics of rights formation—a dull academic title that, like all dull academic titles, concealed a dangerous kind of cunning. The kind that could slip through the cracks of circumstance.
On Earth, nations were bound by treaties, tangled in international agreements. If a lunar revolt brought together people from many countries, which government would dare bomb a colony with citizens of powerful rival nations? For the United States, attacking a base with North Koreans aboard was an act of war. And vice versa.
And so exactly that happened.
In a stroke of genius—or, for the skeptical, a stroke of sheer audacity—the expert in dialectics created the Moon. Not as a colony, but as a sovereign metropolis. And like every nation worth its name, it needed a document to legitimize its existence.
Thus, the Lunar Constitution was born—not out of some grand ideal of justice, nor the will of the people, but from the cold weight of geopolitics and the cunning of a man who knew how to play by the rules of his trade. Not the stuff of epic cinema, nor the dream of corporate pioneers, but a precise calculation—a political checkmate. A quiet reminder that, in the balance of power, the highest law is strategy.
- @ YukiEhms.
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I can do a lot and I intend to but it takes a lot of time. This game has already taken years and is going to still take months to finish, Turbostellar is much more ambitious still.
I’m not going to go immediately offering a partnership, but with a little editorializing I can easily put this in as a lore book. The Sol system is pretty far from Turbostellar’s focus so an ancient story about Luna obtaining independence through a diplomatic technicality doesn’t contradict anything.
I love your game, but I feel so dark that I need a flashlight (ps: Chainsaw robot scared me many times)
Darkness has been the most consistent complaint I’ve gotten, the lighting changes a lot on different monitors. In the current demo I did add a flashlight, though it can give your position away to enemies who otherwise haven’t seen you yet.
Great and sometimes scary game! Excellent movement mechanics and diverse weapons, and it's really satisfying to shoot! Feels like some old-school Doom, but cranked up to the max :) I enjoyed it! And a few levels really add to the game pleasure! :)
Manually placing all the enemies means I miss out on the shock of being ambushed by them, good to know it’s working!
Exactly as intended, thanks for playing!
Cool stuff, would love to see you do more in this vein, gave me a bit of an Immersive Sim vibe with the free roaming level design.
A short demo but with plenty of goodies inside. The movement is smooth as butter, the guns are satisfying and varied with two very interesting enemies to take on. All in all, it's already self-sufficient as a demo. There's a very solid FPS here and looking forward to seeing what comes from it!
was java is c++ feels the same
impressivei cant see any of the buildings, just the sky
please help
That's probably your system's version of OpenGL being too old, are you playing on Mac or Linux by chance?
I like this, clean gameplay, wacky enemies, looking forward to play it!
Great concept! Can't wait for it to be completed
This looks pretty darn fun. I'll give it a shot.
As is this is the best "unity FPS" I've ever played by far. I really liked how the guns felt, the level design and the overall style. Can't wait to play the finished thing.
Hi! here is my gameplay of the demo in a VHS style!
Great game, i can't wait to play it when more features are added
I tried this a while ago, it was kinda cool, especially the music:
OLD COMMENT (DD11):
Gave it a go...
https://www.youtube.com/watch?v=Ttey3YTycGI
OLD COMMENT (DD11):
Fun game! Look sensitivity is a little weird though, like the vertical look is slightly slower than horizontal. Would be OK with the difficulty being a bit higher (taking more damage and doing less) in exchange for some faster default movement speed (like CSGO does). I just like the sensation of rushing around though like you can in Hotline Miami (kinda feels like a similar vibe). Also might suggest making the atmophere a little darker, if you are trying to go for cyberpunk
Was pretty fast-paced though, was very fun to rush though. And it worked. And it was written in java of all things! Why on earth would anyone want to do code in that!
Nice work though
Thanks for playing!
I'm not sure what could be causing weird mouse behavior, it translates your desktop movement 1:01 to degress in both axes so it shouldn't be giving different sensitivities, I'll put in separate X and Y sliders if the problem doesn't go away.
I'm going to put in some more difficulty levels later that apply damage mods to the enemies, probably won't cause you to do less damage though as I think that's cheap.
Rushing around and cyberpunk are very much the idea. For now the map is really bright because I haven't put in the lighting system yet, when I do this map will be in the late evening rather than the middle of the day, and most other maps will be in the dead of night.
I want nothing more than to start again in C++, but I've come too far! If you must know, I simply found LibGDX to be very useful to get going with, after this project though I won't be touching Java again except for much smaller games.