Party brawlers either require too much skill (alienating casuals) or are too random (frustrating everyone).
Combat depth through item timing, not pure mechanical skill. Everyone can play. Smart plays win.
Core Design: Items over aim. Readable action. Shareable moments. Zero friction pickup.
The quick-round spaceship brawler where chaos comes from choices, and a little bit of luck.
Players pilot spacecraft through a wraparound arena, collecting and deploying 30+ unique modules to outmaneuver and eliminate their friends.
Every module is designed to interact with every other. With 23 in development, the combo space only grows.
Party Ships sits in a proven local multiplayer market, with a fresh take on mechanics from party brawlers and arena games.
| 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.
Lil Indie Games is an independent Australian studio founded by two brothers. We build games that prioritise fun, accessibility, and those moments you just have to show your friends. Self-funded from concept to playable alpha. We move fast and obsess over feel. Party Ships is our debut title.
Software developer and Unity programmer responsible for all technical development on Party Ships. Rayner has built every system from scratch (physics, combat, UI, and tooling), taking the game from idea to a polished, playable product through self-funded development.
2D game artist responsible for all visual design on Party Ships, covering character illustration, UI art, and concept work. Josh brings a sharp eye for style and readability, crafting assets that are immediately fun to look at and easy to read in the chaos of a match.
A two-person team covering the full stack: programming, design, and art all in-house. No outsourcing, no dependencies. Self-funded from zero to a validated, playable product.
Core game is already built and playable. We're not pitching an idea. We're pitching a working product that needs polish.
Core loop is locked and playable. Production is now expanding content: new modes, original audio, and polish for Next Fest.
Demo Showcase delivered with positive player validation. The foundation is built. Funding secures the runway to a strong Next Fest demo and a clean path to launch.
Unity 6.3 LTS · PC primary (Steam) · 120 FPS · Full controller support | Open to discussing alternate release strategies with publishing partners.
We are actively pursuing Australian screen funding to accelerate development and take Party Ships from playable alpha to a polished commercial release.
Screen Australia validation serves as matched investment for the VicScreen application, so each grant de-risks the next. A successful outcome funds art polish, audio, additional arenas, and Steam launch.
Built for couches. Crafted for chaos.
The build is playable today. Let's get it in your hands. We'll walk you through the game and answer anything. Grab your team and give it a go.
admin@lilindiegames.com | lilindiegames.com
LIL INDIE GAMES · MELBOURNE, AUSTRALIA