

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

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.

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

Party Ships lands in a proven couch multiplayer lane, borrowing the best of party brawlers and arena shooters with a fresh twist.
| Release | Nov 2023 |
| Reviews | 33,000+ |
| Est. Steam Sales* | 1,500,000 |
| Price | $5.99 |
| Our Angle | More strategic depth |
| Release | Sep 2017 |
| Reviews | 78,000+ |
| Est. Steam Sales* | 3,500,000 |
| Price | $4.99 |
| Our Angle | More readable action |
| Early Access | Dec 2014 |
| Reviews | 65,000+ |
| Est. Steam Sales* | 3,000,000 |
| Price | $19.99 |
| Our Angle | Item-driven strategy |
| Release | Sep 2014 |
| Reviews | 7,800+ |
| Est. Steam Sales* | 350,000 |
| Price | $14.99 |
| Our Angle | Chaotic item systems |
| Release | Aug 2020 |
| Reviews | 3,400+ |
| Est. Steam Sales* | 150,000 |
| Price | $14.99 |
| Our Angle | Deeper loadout systems |
| Release | Mar 2016 |
| Reviews | 27,000+ |
| Est. Steam Sales* | 1,200,000 |
| Price | $14.99 |
| Our Angle | Pure versus, no building |
*Sales estimated (reviews × 45) using Birkett's method. Sources: SteamSpy, Gamalytic.

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.
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.
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.
Two people covering the full stack: code, design, and art in-house. No outsourcing. Self-funded from zero to a playable product.
The game already runs. We're not pitching an idea on a slide, we're pitching a working build that needs polish.

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

Built for couches. Loud on purpose.
The build is playable right now. Grab your mates, jump in, and we'll walk you through anything you want to see.
admin@lilindiegames.com | lilindiegames.com
LIL INDIE GAMES / MELBOURNE, AUSTRALIA