Cosmic Invaders is Polaris Studio's take on the classic game from the 90s. Inspired by the game, the goal is to create a fun roguelike twist, while still staying true to the original.
- Version: v0.1.0
AssetManager(images/fonts preloading)AudioManager(music/SFX)SaveManager(JSON persistence)SceneManager(stack, overlay, lifecycle)TransitionManager(fades, swipes, pans)PCT Layout System(Percent-based coordinate system)
ESC→ Back / Pause menuTAB→ Toggle debug overlaySPACE→ Skip splash / intro screens
UP/DOWN→ Move between optionsLEFT/RIGHT→ Change the selected value (Settings)ENTER/SPACE→ Confirm / activateB→ Back
Fullscreen and windowed resolution are now configurable from the Settings screen.
See the CHANGELOG for full release notes.
Cosmic Invaders is in Pre-Alpha. The entire front-end is done splash → title → file select → mode menu → settings, with a working pause overlay. Everything below builds toward a single goal:
v0.5.0: a complete, replayable Arcade run. Drop in, fight through escalating waves of invaders, and chase a high score.
Each milestone is a playable step closer to that loop.
| Version | Codename | What it delivers | Status |
|---|---|---|---|
| v0.1.0 | Front-End Loop | Menus, saves, settings, pause | ✅ Shipped |
| v0.2.0 | Take the Helm | A ship you can fly and fire | 🔜 Next |
| v0.3.0 | Contact | Enemies, combat, lives & score | ⏳ Planned |
| v0.4.0 | The Gauntlet | Escalating waves & difficulty | ⏳ Planned |
| v0.5.0 | Full Arcade Loop | Game over, high scores & polish | 🎯 Goal |
The full menu experience and everything around the game.
- PolarisKit splash → title → file select → mode menu → settings
- Single-profile saves (Continue / New Game with name entry)
- Live, persisted Settings (fullscreen, resolution, music, volume)
- Pause overlay and scene-to-scene transitions
Goal: put a ship on screen and make it feel good to fly.
- Playable Arcade scene that replaces the "Coming Soon" placeholder
- Ship movement + firing with responsive, frame-independent controls
- On-screen HUD scaffold (score & lives)
- Pause overlay wired into live gameplay
Goal: give you something to shoot back at you.
- Enemy formations that advance and return fire
- Full projectile + collision system (your shots and theirs)
- Lives / health and the first "you died" state
- Live score that ticks up on every kill
Goal: turn a single screen into an endless, escalating run.
- Wave system clear a formation and the next one drops in
- Difficulty scaling (enemy speed, density, fire rate climb each wave)
- Classic arcade touches a bonus UFO fly-by and extra life at a score threshold
- Wave counter added to the HUD
Goal: close the loop into something you actually replay.
- Game Over + run-results screen (score, waves cleared, upgrades taken)
- Persistent high scores via the SaveManager
- Full audio pass (shots, hits, deaths, upgrades)
- Balance pass across a full run
💬 Feedback and suggestions are always welcome! This is a solo project part of a larger effort to build games I can be proud of.