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Genre: Shooter, Role-playing (RPG), Indie

Skipchaser

Preview SKIPCHASER Early Access Update 4

We are putting the finishing touches on SKIPCHASER's Update #4. We've done quite a bit of rebalancing, bug fixes and added a new gameplay twist. "Skipping" is an ability to slow time to a crawl and hop to a new position close on the map. It's an *beta* feature for sure, so feedback is welcome.



This feature replaces the little used "jump" and uses what was the "shield" energy that wasn't explained very well. I hope this gets the difficulty balancing back on track so we can focus on fresh content in Update 5.

Speaking of Update 5, there are a raft of things that didn't get ready for Update 4 that are still in the works for a future update

  • Act 1 finale
  • GameJolt launch
  • Updated SFX/Ambient sound
  • New save format
  • PS4 Controller support
  • 3 new music tracks and OST DLC

SKIPCHASER Early Access Update 3

It's all about weapons and bugs in Update #3. We cleared out every open issue on the forums and exposed quite a bit more of the weapons workbench. If you want a real challenge, reset your data and play through Act 1 with a low end weapon (now even more low end-ish.)



We also made it easier to see what a gun piece will do to your weapon by highlighting the stats that will improve or decline based on the piece you want to place.



Plus we still added a few killer features...

  • Better joystick as mouse functions
  • Updated gun colors
  • SFX updates (still more to come)
  • Weapon text updated, avoids mouse
  • Map "dead exit" fix
  • Dialog updates
  • HD UI elements (mouse pointer, buttons, etc.)


Enjoy this update!

HOTFIX pushed

We pushed a corrupted map fix for Mission 8 this morning thanks to a player bug report from last night. Sometimes a specific map could get corrupted on update.

If you have an issue finishing the last mission, try updating.



We have a few more fixes that will come out with our nomal updates next week.

Weapon updates ahead for UPDATE 3

A quick preview of what we are working on for SKIPCHASER's third early access update.



We've exposed more gun attributes, re-organized the workbench and fixed some display bugs with the Weapons Workbench. Now guns have 8 exposed attributes including:

  • Damage
  • Weight (Slow down when shooting penalty)
  • Accuracy
  • Fire Rate
  • Range (extra visibility)
  • Knockback
  • Recoil
  • Stun

We are also working on a way to quickly visualize what a part affects in the status window and a parts elemental damage bonus.

SKIPCHASER Early Access Update 2

So much to talk about. Update 2 is here and it’s got a bunch of new content and updates to existing functionality. Let’s just get to it...



  • Difficulty ramped up (reset your data to feel the effects)
  • Three new missions, expanded endless mode
  • Pistol blueprint (no run/gun penalty, low visibility, high cool rate)
  • Story dialog re-worked (restart needed)
  • Shooting robot enemy class
  • Skeleton warlock enemy class
  • Human grenadier class
  • Landmine classes (bio, pyro, cryo)
  • Trading cards!!!
  • Variable grenade distance (called out in almost every “let’s play”)
  • Enemy AI improvements (turrets, humans, bots)
  • Pause, exit menu, terminal now combined into "super" terminal
  • Bug fixes (various)
  • And much, much more…

As always, report bugs/issues as you find them and we’ll have another content update in 2 weeks. Thanks again for everyone supporting us in Early Access on Steam!

Launch week nearly over, UPDATE 2 is coming

What a week. SKIPCHASER went live (albeit in early access), we presented and demoed at Hackfort (a digital conference in Boise, ID) and still managed to squeeze in some time to address feedback from plays, streams and reviews.

UPDATE 2 is still a week away, but there are a few things I can confirm that will make the next build.


  • Variable grenade distance (called out in almost every stream)
  • Fixed bullets through walls (rare)
  • Removed "hiccup" on dialog showing
  • Enemy AI improvments (turrets, badguys, bots)
  • Pause, exit menu, terminal now combined into "super" terminal
  • Mission arrow outlined for visibility
  • Trading cards!!!
  • ...and more stuff we can't confirm




There are other things we've seen in streams that aren't "quick fixes" like variable difficulty, enhancing the story (believe me, there's more to it) and more enemy types. These things are on our roadmap, and as we progress they will make it in to these updates.

But for now, if you haven't picked it up, today is the last day of our 10% launch discount. So, hop on board if you are interested...

Thanks to Everyone for their SHIPCHASER Launch Support!

We watched some videos and streams and read some great feedback on our launch. We are listening and we're already implementing some of the "low hanging fruit" from the community suggestions. Like this variable grenade throw distance suggestion from one of our supporters.


The longer you hold the farther it goes

We've got a long way to go, but we are tracking for Update #2 to drop the first week of April!

SKIPCHASER Early Access is LIVE!

Today is the day! SKIPCHASER Early Access is live for those who want to help us make an amazing gaming experience.

What’s included in the Early Access release, you ask? Here it is by the numbers:

  • 5 complete missions from Act I
  • 30+ randomly generated levels
  • 8+ hand crafted maps including a boss battle
  • 5+ pages of story dialog
  • 2 weapon blueprints (Uzi, Rifle)
  • 40+ unlockable weapon upgrades
  • 4 enemy classes
  • 6+ NPC classes
  • 4 mission variations
  • 3 original songs by VXVX

Major updates from the last release

  • Improved enemy AI
  • Respawn options screen
  • Terminal for dialog and help
  • Elemental damage states
  • Environmental interactions (switches, etc.)
  • Missions 4 + 5
  • Additional art assets
  • Grenade capping
  • Random chest drops
  • Camera smoothing
  • Performance enhancements

SKIPCHASER EARC1 Hotfix 1

Our beta testers were really on the ball this weekend and provided some good, actionable feedback to make our launch even better.



We went straight to work and have these updates ready to go:

  • Random Grenade Error fixed
  • Badlands fade effect lessened
  • Pet and grenades now no longer auto trigger land mines,
  • Fixed “jumping over” landmines
  • Outdoor levels no longer have multicolored floor tiles
  • Reduced font size in dialogs, various text updates (typos)
  • Enemies no longer fire from offscreen (but they will chase if they have LoS)
  • Minimum explosion radius upped to 192px — barrels much more dangerous
  • Fixed errand mission icon in middle of the map

EARC1 (Early Access Release Candidate 1)

Early Access Release Candidate 1 (EARC1) is live for private beta testers and press!



Lot's of new stuff there. I recommend resetting the game from the main menu and playing from the beginning. New controller configs are also available, so make sure to check those out.