Party Ships

Couch multiplayer arena brawler / PC / Unity

▶  Play the Build
01 / 09
IN ACTION

PARTY SHIPS
GAMEPLAY

02 / 09
THE PITCH

BRAWL YOUR MATES WITH
SMART PLAYS AND DUMB ITEMS

The win goes to whoever times it right,
not whoever twitches fastest.

THE PROBLEM

Party brawlers are either too twitchy for casuals or too random to feel fair. Nobody's happy.

OUR ANSWER

Depth comes from item timing, not reflexes. Anyone can pick up a pad. The smart player still wins.

The rule we design by: items beat aim, action stays readable, and every round is worth clipping.

03 / 09
THE GAME
AT A GLANCE

ITEM-DRIVEN
PARTY BRAWLER

A fast-round spaceship brawler where the wild stuff comes from your choices, plus a little luck.

Fly through a wraparound arena, grab and fire 30+ modules, and knock your friends out of the sky.

  • 3 module slots so loadouts are a real choice
  • Screen wrap for Asteroids-style spatial play
  • One-hit kills, instant respawns, high stakes
  • Physics-based drift and momentum that feel great
  • Pick up and play with zero setup
CORE LOOP
GRAB ITEMS
FIGHT
SURVIVE
30+
UNIQUE MODULES
90SEC
AVG ROUND
2-4
PLAYERS
04 / 09
MODULES

30+ MODULES, ENDLESS COMBOS

SAMPLE MODULES

BLACK HOLE
Sucks in all nearby objects
COLA
Boost forward quickly
CHEESE
Deploy cheese wheel that sticks to objects
EMP
Jam enemy's items momentarily
CLOCK
Create a slow field
DUCK
...what does the duck do?
SHIELD
Protects from projectiles and melee damage
PORTAL
Drop portal, use again to teleport to it
CYCLING THROUGH 23 MORE MODULES IN DEVELOPMENT

EMERGENT COMBOS

ANCHOR + RAILGUN
Plant yourself still, devastate with long range railgun
EMP + MISSILE
Disable their items, homing missile hunts them down
ICE CREAM + LASER
Freeze target solid, precise follow-up shot while frozen
MAGNET + BOMB
Pull them close, detonate at point blank range
RAILGUN + MISSILE
Long range opener, missile hunts any evasive targets

Every module is built to react with every other one. With 23 more in development, the combo space keeps growing.

05 / 09
MARKET

THE DEMAND IS ALREADY THERE

Party Ships lands in a proven couch multiplayer lane, borrowing the best of party brawlers and arena shooters with a fresh twist.

Bopl Battle
ReleaseNov 2023
Reviews33,000+
Est. Steam Sales*1,500,000
Price$5.99
Our AngleMore strategic depth
Stick Fight
ReleaseSep 2017
Reviews78,000+
Est. Steam Sales*3,500,000
Price$4.99
Our AngleMore readable action
Gang Beasts
Early AccessDec 2014
Reviews65,000+
Est. Steam Sales*3,000,000
Price$19.99
Our AngleItem-driven strategy
TowerFall
ReleaseSep 2014
Reviews7,800+
Est. Steam Sales*350,000
Price$14.99
Our AngleChaotic item systems
Boomerang Fu
ReleaseAug 2020
Reviews3,400+
Est. Steam Sales*150,000
Price$14.99
Our AngleDeeper loadout systems
Ultimate Chicken Horse
ReleaseMar 2016
Reviews27,000+
Est. Steam Sales*1,200,000
Price$14.99
Our AnglePure versus, no building

*Sales estimated (reviews × 45) using Birkett's method. Sources: SteamSpy, Gamalytic.

06 / 09
THE TEAM

LIL INDIE GAMES

An independent Australian studio run by two brothers. We build games about the moments you have to show a mate. Self-funded from first sketch to playable alpha, moving fast and obsessing over feel. Party Ships is our first title.

Rayner Brandon
RAYNER BRANDON
CO-FOUNDER / DESIGN & ENGINEERING

Unity programmer behind every system in Party Ships. Built the physics, combat, UI, and tooling from scratch, taking the game from idea to a polished, playable product on a self-funded budget.

Josh Brandon
JOSH BRANDON
CO-FOUNDER / ART & DESIGN

2D artist on all visual design: character illustration, UI, and concept work. Josh has a sharp eye for style and readability, so every asset reads instantly even in a four-player scramble.

WHAT WE BRING

Two people covering the full stack: code, design, and art in-house. No outsourcing. Self-funded from zero to a playable product.

WHY WE DELIVER

The game already runs. We're not pitching an idea on a slide, we're pitching a working build that needs polish.

07 / 09
ROADMAP

WHERE WE ARE

The core loop is locked and playable. We're now building content out: new modes, original audio, and a polish pass for Next Fest.

Our public showcase landed with real player validation. The foundation is done. Funding buys the runway to a strong Next Fest demo and a clean run at launch.

DONE
PROTOTYPE
  • Core idea validated
  • Playable vertical slice
DONE
CORE GAMEPLAY
  • Combat & movement
  • Screen-wrap, respawns
  • Physics feel locked
DONE
SHOWCASE
  • Public showcase delivered
  • Tested with real players
  • Casual & competitive both bit
NOW
MODES + AUDIO
  • Classic & Battle near done
  • Teams, Soccer & Custom to build
  • 5-track OST & SFX for 30+ items
Q4 2026
QA & POLISH
  • VFX pass & UI refinement
  • Accessibility features
  • Balance tuning across modes
Q1 2027
NEXT FEST
  • Steam store page live
  • Wishlist campaign
  • Press & streamer outreach
Q4 2027 (TBC)
RELEASE
  • Fold in Next Fest feedback
  • Respond to the community
  • All maps & arenas ready
  • Steam launch
LATER
BEYOND
  • Console ports
  • Localisation
  • DLC & extra content
  • Platform expansion

Unity 6.3 LTS / PC first (Steam) / 120 FPS / full controller support   |   Happy to talk alternate release strategies with publishing partners.

08 / 09
LET'S TALK

Built for couches. Loud on purpose.

LET'S
PLAY.

The build is playable right now. Grab your mates, jump in, and we'll walk you through anything you want to see.

▶  Download the Build ✉  Book a Live Demo
CO-FOUNDER / DEV
RAYNER BRANDON
CO-FOUNDER / ART
JOSH BRANDON

admin@lilindiegames.com   |   lilindiegames.com

LIL INDIE GAMES  /  MELBOURNE, AUSTRALIA

09 / 09