
NAVE PRIME
2087. The AI won.
A handful of rebels built the AMPHIBIA, a ship made to survive anything: vacuum, ice, pressure, gas, total heat. They tried to leave the planet and found out what nobody wanted to know: there is no up. Two hundred kilometres of climb, and then something solid. The sky is a lid.
So they went the other way. Under the south pole there is a duct. It does not go down. It goes across.
Playable in English or Spanish. English by default; press LEFT / RIGHT on the title screen to switch. The whole story is translated, not just the menus.
Eight sectors, two arcs
ARC 1 — who is attacking.
- 01 DESCENT TO THE POLE. War machines under four kilometres of ice.
- 02 THE OTHER SIDE. No more soldiers. Half machine, half something nobody ever named.
- 03 THE RIFT. A plane where geometry itself is failing.
- 04 THE ORIGIN. What was really doing this, and for how long.
ARC 2 — it begins the moment the crew has every reason to go home, and does not.
- 05 THE LINE. Somebody ran cable out here. Not human hands.
- 06 THE HIGHS. No floor, no ceiling. Things commute through it.
- 07 THE BROOD. Thousands of cells, most of them warm.
- 08 THE THRESHOLD. Things that appear, grow, and shrink away.
The Corridor
Clear the first gate and the map opens: gates you take in the order you choose, with progress saved, so you can play one sector at a time instead of committing to a single long run. The last gate of each arc stays sealed until you have earned your way to it, and the seal shows you exactly what you are missing.
Every boss leaves its weapon
Eight of them: PULSE, HARPOON, SPORE, PRISM, ARC, WAVE, VECTOR, SECTION. None is strictly better. The harpoon owns a straight line. The arc chains through a crowd and is useless against one target. The vector never misses, but fires slowly. Some seals only open to a specific weapon, and bringing the wrong one just clangs off.
The bomb button is not one button
Enemies drop bomb capsules, and the capsule changes the bomb you carry. Three classics everywhere plus one special per sector, eleven in all: a shockwave that clears the screen, a homing rocket for bosses, a ricochet that chains, a lightning arc, a wall of fire that sweeps the corridor, and one that rotates the plane so the enemy fire comes back as yours.
If you were saving a rocket for the boss, picking up the wrong capsule takes it from you. That is the decision.
Sentinels
A third layer of attack: temporary drones that orbit you, pick their own targets and fire on their own. Not your gun, not your bomb. They cover what you are not looking at while you do something else.
Harmonic
Kill without pausing and the aura charges up to ×1.9 damage. It drains on its own in under three seconds. It is not a reward, it is a resource.
Two modes
- JUICY — five lives, more particles, camera punch, a vignette that burns with your chain. Rock pushes you out instead of killing you.
- NORMAL — the classic line of the genre. Rock kills you.
Controls
- Move — arrows or WASD
- Shoot — Z, J or space
- Bomb — X, K or Shift
- Swap weapon — C or Q
- Pause — P · Mute — M · Language — LEFT / RIGHT on the title
Gamepad works too. On a phone, drag anywhere and the ship follows your finger; firing is automatic.
Code written with AI assistance.
En español — Matamarcianos horizontal de 16 bits, jugable en inglés o en español (se cambia con IZQUIERDA / DERECHA en el título). 2087: la IA ganó y el cielo es una tapa. Bajo el polo sur hay un ducto que no baja: cruza. Ocho sectores en dos arcos, un arma nueva por cada jefe derrotado, once bombas que cambian según la cápsula que recojas, y centinelas temporales que eligen blanco solos. Sin un solo archivo de imagen ni de audio: todo se genera por código.
| Updated | 3 days ago |
| Published | 16 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.0 out of 5 stars (1 total ratings) |
| Author | AETHYR Games |
| Genre | Shooter |
| Tags | Arcade, Pixel Art, Procedural Generation, Retro, Sci-fi, Shoot 'Em Up, Singleplayer |
| Average session | A few minutes |
| Languages | English, Spanish; Castilian |
| Inputs | Keyboard, Gamepad (any), Touchscreen, Smartphone |
| Accessibility | Color-blind friendly |
| AI Disclosure | AI Assisted, Code |




Comments
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It's very addictive and awesome, I'm organizing an Arcade Jam with a "Shmups" theme, if you have any games, "demos" or projects in the works to show are welcome.
Thanks! That sounds like a great fit for NAVE PRIME. It’s already in development, so I’d be happy to submit the current build/demo if ongoing projects are allowed. I’ll check out the jam!
Yes, of course! The JAM is free and open, everyone knows the theme "SHMUPS," the idea is to see the projects and showcase them.