Fly a dropship to ferry survivors from hostile planets to an orbiting mothership. Some survivors are pilots who can fly dropships; other survivors are engineers who can make improvements to the dropship equipment. Return to the mothership regularly to drop off survivors and to repair and resupply the dropship.

Controls:

Mouse+Keyboard: Use WSAD or arrow keys to thrust. Aim with mouse; shoot bullets with left mouse button and bombs with right mouse button.

Gamepad and touch controls are also supported. See the in-game help for more information.

Made by James McNeill and Damien Moore for the 2026 Seven-Day Roguelike Challenge. Inspired by classic games like Lunar Lander, Thrust, Gravitar, and PixelJunk Shooter. Source code on GitHub.

Note to 7DRL judges: This is an updated version that fixes a number of bugs and adds some quality-of-life enhancements. You can download the original version 1.0 jam submission below or run it here: https://spillz.github.io/dropship/

Download

Download
dropship-1.0.zip 21 MB
Download
dropship-1.1.zip 21 MB

Development log

Comments

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(+1)

This is not a RL but the only other game ive played this 7drl was a merge game. Truly Rouge is every color.

Yes, more rogue inspired and certainly not a traditional roguelike. This time our brainstorming landed on a space-based physics game, which would make no sense at all turn based.  As devs, we love this jam because it has a good community and it lets us explore roguelike concepts as we see fit. In this one, the planet is a procgen radial graph of points that we can run standard algorithms like Dijkstra maps and A* pathfinding on, which the map generator and enemies use. My entry for the 14DRL later in the year will be turn-based, so keep an eye out!

(+2)

Made it to level 7 (Mechanized)! The person finder helps a lot :)

Yes, being able to find things makes or breaks a run, IMO. Something we are discussing improvements to. I did a run last night to level 14 but I ended up cheating a bit to locate the last couple of objectives on a couple of levels.

(+2)

The spaceflight is very satisfying! I can't hit a damn thing with the guns though. XD

Sorry you're having trouble hitting things! I am terrible at these types of games, and I helped make this. I played Sektori a bunch trying to beef up my skills.

I am very proud of the spaceflight though; it's something I've been poking at for many years. Trying to get across the ideas of orbital mechanics in a simple, accessible way. (Kerbal sort of stole my thunder there.)

Hehe. One thing I did that was mean was to add the player velocity to the bullet velocity, which plays havoc on all the aiming when you are moving. However, it does prevent you from catching up to your own bullets when moving quickly :)

The 1.2 update released today improves player aiming quite a bit.

(-3)

You have fundamentally misunderstood roguelike in its entirety to the point you've made an arcade game.

(+4)(-1)

The most satisfying thing to me about roguelikes is when I get into a flow state, hammering the keys and making the turns fly by. This game just cranks up the turn speed a bit, to around sixty per second. Ultimate flow state.

Jokes aside, one of the things on the roguelike front that we were exploring here is a more free-form environment grid. The world is constructed of concentric rings of hex-ish cells, built so we have flat surfaces for people to stand on and rockets to land on. Enemies are doing pathfinding and so forth on this grid, same as in any other roguelike. The "hunter" and "ranger" enemies move a "hex" at a time under the hood.

Thanks for writing in! Hope you enjoy it.