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Ctesiphon
A downloadable game for Windows and Linux
Download NowName your own price
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 currently in Alpha. Made from scratch in C+OpenGL by one dev over the course of nearly a decade, the game has been through multiple rewrites and long hiatuses,
Updated | 5 days ago |
Status | In development |
Platforms | Windows, Linux |
Rating | Rated 4.4 out of 5 stars (37 total ratings) |
Author | stomygame |
Genre | Shooter |
Made with | Blender, Bullet (Physics Engine), Audacity, Krita |
Tags | 3D, boomer-shooter, First-Person, FPS, Futuristic, Low-poly, Retro, Sci-fi, Singleplayer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Download NowName your own price
Click download now to get access to the following files:
Ctesiphon-DD59hotifx-Linux.7z 83 MB
Ctesiphon-DD59hotfix-Windows.7z 84 MB
Development log
- Hotfix: HUD corners disappearingNov 03, 2024
- The Atmospherics UpdateNov 01, 2024
- New Year, New Demo, New DirectionJan 05, 2024
- Linux compatibility updateApr 07, 2023
- Demo Day 49Mar 03, 2023
- Demo Day 28Sep 06, 2019
- Demo Day 21 - First C++ DemoJul 08, 2018
- Demo Day 15Jul 01, 2017
Comments
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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! āI got bullets for everyone and Iām dead generous todayā - you had me in stitches š¤£
Iām 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! Itās been a long time but itās coming together.
Iām 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 - Iām looking for any possible excuse to cut things out of scope, and I wouldnāt 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. Thereād be this annoying delay every time you hit the quick melee button, whereas in the melee stance itās 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 donāt 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.
Iām intending to release this game this year and need to do a little writing for it, Iām 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, itās those kinds of games that seem to be what Iām most naturally suited to. Itās just a shame theyāre 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 Earthās 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.
Iām 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 Turbostellarās focus so an ancient story about Luna obtaining independence through a diplomatic technicality doesnāt 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 Iāve 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 havenāt 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 itās 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.