A downloadable game for Windows


2-bit top-down incremental horror with a cozy/gore feel. The SSC KOPERNICUS exploration ship crashes at the edge of known space. The biologist-cosmonaut must endure the horrors to EXTRACT his fragmented memories. Build your base, survive the night, and uncover the hidden truth. There is no escape from THE THINGS you love.

🔥This is an demo build intended for playtesting so feel free to comment if you see some room for improvement.🔥


Controls:
WSAD - move
LMB - shoot / interact
R - reload
Q - switch weapons
1 - aerosol
2 - flamethrower

fulll support for Xbox Controller & PS Dualsense Controller 


Updated 16 hours ago
Published 12 days ago
StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorSimon Lukasik
GenreAction
TagsHorror, Incremental, Pixel Art, Top down shooter
Average sessionA few hours
LanguagesEnglish, Japanese, Polish
InputsKeyboard, Mouse, Xbox controller, Playstation controller
LinksSteam
ContentNo generative AI was used

Download

Download
Kopernicus_0_3_19_DEMO.zip 111 MB

Install instructions

Unzip and hit Kopernicus.exe

Development log

Comments

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I stumbled upon this game thanks to a YouTuber friend; it features the "body horror" style I really love.

The pixel art is incredibly detailed, managing to render the entire game using just an 8-bit aesthetic and a two-color palette. Almost every type of character death has an animation—some even have two variations. (However, my friend is colorblind and struggles to distinguish between colors like orange and red. I hope you might consider adding some color-adjustment options; for instance, the game *Wild Dogs* offers different color schemes.)

Just when I thought this was merely a *Crimsonland*-style game, I discovered it actually includes a mining mini-game! There’s even a "BAD Cheese" mouse in the bottom-right corner, plus the "Tiger E" mini-game!

A few suggestions regarding game balance:

The early game feels a bit tedious; for the first three nights, I was basically scraping together just enough money for upgrades while constantly facing "suffocation" deaths. Once I unlocked "Burning floor" and "Bird Guardian," however, I could easily turn the tables on those "Big Heads" and "Poop Monsters."

My recommendation: Add a few extra days of combat progression to smooth out the difficulty curve.

Enemies can attack from off-screen, which led to me getting ambushed multiple times—especially during skirmishes with bats, where I’d get hit by enemies outside my view. The bottom-left corner, in particular, has a significant blind spot.

The first boss that really challenged me was the "Breeding Father," because I had to maneuver behind him to burn his three heads—it felt like I couldn't aim my weapon high enough. This forced me into the blind spot. (Of course, as I leveled up, I could just trade hits and outlast him, but that wasn't exactly the playstyle I enjoyed.)

Hi @code-75 thanks for the suggestions! I will kept them in mind while doing balancing in future update - you can joing my discord and become official playtester if you've got some time to spare to help me out.
As for the color palattes - this is the second time I hear this suggestions so I definitely will add that in the future - will look into 'Wild Dogs' thanks for the tip.🔥

Wanted to find fellow incremental devs to support and these might be the best vibes I've encountered in an incremental game, like ever. Had a lot of fun with it and really liked seeing the enemy portraits and cutscenes (though I did start to get fatigued on the night 1 enemy kill screen, maybe some way to add sfx/vfx variation?). I can't say enough about the aesthetics, really awesome pixel art and sound design throughout. 

I'm used to more retro games so I happily pushed through some of the friction of night 1, but could see others getting frustrated without a bit quicker initial progression. Was a bit confused on why the oxygen meter was dithered sometime? Also, took me a second to realize that the white parts I was leaving behind were from reloading. Those confused me at first because they look like pickups. 

Really solid though, looking forward to the full game!

(+1)

Hi Noah Fellow IncreDev! Thanks for giving me feedback. UI is getting transparency dithering somethimes to make it easier to see enemies behind it. If you want to connect we can do that via Dicord.

(+1)

Absolutely Phenomenal Game! That first night is a bit rough. But after that it's nothing but addicting greatness. This has the same charm that made me love Loop Hero, that classic arcade aesthetic combined with a tight gameplay loop and crunchy sound design. Spot on. And the little animations/sounds you can find? Cherry on top. Can't wait to get my hands on the steam version. 

You made my day Maestro! Warm hug! 🔥🔥🔥