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Aetherpunk 1.1

rated 3.66 / 5 stars
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Action - Shooter - Multidirectional

Credits & Info

Aug 22, 2011 | 2:50 AM EDT

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Author Comments

Please wait up to 48 hours since the game is an approval queue for the new change:
UPDATE2: I've taken another crack at fixing the menu bug. I'm trying various things to try to fix it, but since I haven't actually reproduced it myself yet (I told you, it's a weird one), I can't confirm whether I've fixed it without feedback from you guys. Hopefully this new build fixes it!

UPDATE: I've just upload a new build! (August 24th). This build fixes some of the errors you guys were mentioning including the broken blizzard turret, and the broken menu (at least, it should be fixed! That was a weird one.) Thanks for the reports guys.

Alright, So we've gotten a LOT of feedback about MochiCoins, and we've decided to take them out of the game entirely. We hope that you will enjoy this new version.

This is a product of 8 months of juggling school work with production on the game for both the artist, Paul Wang, and the programmer Chris Fuller. I hope you guys like it! WE LOVE YOU ALL!

Aetherpunk is a steampunk, top-down shooter set in an alternate 1904, where aliens have invaded the Earth. Stepping into the shoes of an English country gentleman with a penchant for mad science, you have found your home to be the first landing zone of the alien invasion. Warned by prophetic dreams, you retreat to your fortified tool shed to defend yourself against the alien hordes.

The aliens themselves are equipped with weapons and implants powered by Luminiferous Aether, a fifth state of matter which can be used to violate the known laws of physics. Armed with a fully equipped laboratory and a trusty revolver, you must harvest the aether from the extraterrestrial attackers to create new and more powerful improvised weapons and hold off the alien onslaught as long as you can.

In addition to weapons, you may use a series of skills which carry over through multiple playthroughs. These include the ability to get more damage and range out of your weapons, faster reloads, more health and useful gadgets to boost your abilities.


Movement: WASD or Arrow Keys
Aim&Fire: Mouse
Reload: R
Repair Barricades: F
Change Weapons: Mouse Wheel or Q&E
Shop/Skills: Spacebar (In the Workbench Area)



Rated 1.5 / 5 stars

didnt work

at the book screen where it says play game,bestiary,ect the onley button that worked for me was the play more games thing
but heres three stars for what it could have bin


Rated 2.5 / 5 stars

Good but one MAJOR FLAW

If you die you start back at the very start?! What the hell! How is anyone supposed to unlock the final gun with this..? --_

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Rated 0 / 5 stars

What The Fuck

It's just a menu screen i press play game no buzz the only button that works is the play more games.


Rated 4.5 / 5 stars

Excellent game

I found this game to be a superb example of the 'base defence' genre. The steampunk atmosphere was nice, but not as convincing as it could have been. It could have been that the gameplay was too reminiscent of 'Nazi Zombies,' or that the graphics didn't really allow one to see the protagonist's ingenious Victorian-era constructions clearly. The turrets did not seem particularly helpful, either.

Other than that, the other thing I did not like was the difficulty, which is not particularly well-scaled. Only the 'Mad Bomber' alien was a real threat to the player, as it seems to be an instant-kill if it hits you. The other enemies, although interesting and varied, were not particularly dangerous, even if they entered the base. For example, the 'Juggernaut' was so slow and harmless that I could ignore one inside the base whilst I repaired the other three barricades.

The uneven balancing of the enemies (with only the 'Mad Bomber' and perhaps the 'Charger' posing any real peril) may also be because the player can repair barricades whilst shooting and reloading, and doesn't need to be even facing the barricade.

I would suggest either modifying or nerfing the Mad Bomber's damage (perhaps have it do half the amount of damage, but immobilise or stun the player), and perhaps make barricade repair a separate task, i.e. that one must be immobile, facing the barricade, and not firing. Finally, perhaps a level-based design would be great, as it gives the player a goal to work toward, other than earning a high score no one will care to see, or resisting an infinite number of waves in an ultimately futile defence.

Overall, a splendid game. Thank you for listening to reviewers of the prior version and removing the Mochi coins. I hope to see a sequel improving upon this.

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Rated 4 / 5 stars


pretty good