Flowstorm is a skill-based 2.5D racing and aerial combat game being developed by a dedicated indie duo. Although it has evolved from the old school Thrust-clone genre, it has a lot of similarities with more recent games with its high difficulty level, short respawn times and very rewarding gameplay. Flowstorm aims to continue developing the genre, and
will be fully equipped with multiplayer (both network and local), a solid level editor, plenty of community features and much more!
Flowstorm runs 6 timers on each level; race, fuel, acceleration, clockwise, counter-clockwise and air. Each timer suit certain player styles better than others and makes the game everything from a straight-out racing game to more of a puzzle game. You will be able to play single-player or multiplayer, either online or locally on the same keyboard or with one or two gamepads.
You can read more about the timers in the "About"-section on the website.
There is also a shooting game mode, where you either shoot grenades at targets or player controlled rockets! You charge up your shots before firing, which makes timing essential. Just like on the racing side, you can play singleplayer or multiplayer; either online or locally on the same keyboard or accompanied by a game pad.
You can try this on the website right now!
Keep it skill-based
As little randomness as possible in gameplay, no achievement for starting the game, no pay-to-win. We have a soft spot for games that you actually need to figure out how to play, as opposed to games where someone is constantly holding your hand.
Always listen to the community
Although we cannot grant every wish made by the community, we want to always at least hear everyone out.
Flowstorm is an indie game
We will have no publishers, no venture capital, no angel investors or similar financial backing. This is to ensure that Flowstorm will stay true to its nature and close to its community.
The campaign will serve as a more immersive, linear experience to guide you through everything that the game has to offer in terms of rockets, game modes, environments etc, along with a peek into the full universe of the game and the story behind where these rockets actually came from.