Space Mayhem cover
Space Mayhem screenshot
Genre: Indie

Space Mayhem

The Achievable Update!



This update adds two new achievements as well as graphics and performance improvements and a host of new bug fixes.

As always, If you have any ideas for future updates or find any bugs, let me know in the discussions tab or over on Twitter!

Change Log



  • 2 New achievements! You'll have to figure out how to get them. No spoilers here!
  • Spoilers: Overloaded: go all electric, Friendly fire: blow up anything that moves
  • Mines that are stuck to an enemy will no longer fall off when they leave the boundary
  • Firehose gets a slight buff: Enemies who are on fire now explode a little harder, potentially setting other nearby enemies on fire
  • Firehose graphics reworked
  • Fix for game running slowly on certain machines
  • Fix gui engine particles in wrong place on certain resolutions
  • Fix for round guy not showing damage
  • Fix crash on startup when transferring save for the first time
  • Many other performance improvements, fixes, and cleanups

The Resolution Update!


This update adds a new "Display Settings" option to set your own resolution. If your resolution isn't listed and the "Auto Apply" option isn't working, you can also change the resolution in the "gamedata.ini" file located in "%localappdata%/Space_Mayhem"

Thanks to the community for suggesting this update! If you have any ideas for future updates or find any bugs, let me know in the discussions tab or over on Twitter!

Change Log



  • NEW FEATURE: Display settings/custom resolutions
  • Window is now resizable in windowed mode
  • Many, many behind the scenes changes to update to the newest version of GMS2

Bonus Update: Keybinds!

Bonus update! Space Mayhem now has custom keybinds! Simply go to settings -> controls to remap your game's input to your heart's content! There is an alternate control scheme available that you can customize as well. To change your alts, just switch from "Keyboard" to "Keyboard Alt."

Custom keybinds are a bit of an experimental feature right now so don't be alarmed if your custom key displays "char(x)." That simply means the game doesn't know how to display your fancy key. Worry not, however, the key will still work just fine in-game.

As always, if you have any ideas for future updates or find any bugs, let me know in the discussions tab or over on Twitter!

Tiny Change Log



  • NEW FEATURE: Custom keymapping!
  • Improvements to menu layouts
  • Changes to ship select screen
  • Maybe a few other things

The Space Spectacle Update!

Hey everyone and welcome to the biggest update yet: the Space Spectacle Update! The game has been completely transformed with the addition of brand new and completely procedural backgrounds! The new backgrounds generate at the start of each game, giving you an infinite source of beautiful eye candy while you play. Love the classic look? Don't worry, you can always switch them off and on in the options menu!



Along with the new backgrounds, this update brings three new powerups! The Orbiter, which will.. well.. orbit around you until it slams into anything that comes close. The Missile, which is a powerful ranged weapon that fires straight forward and creates a big explosion dealing massive damage to anything nearby. Finally, the Zapper will electrocute anything close to you for a short time.

This update also brings many balance changes, bug fixes and many, many other improvements. As always, if you have any ideas for future updates or find any bug, let me know in the discussions tab or over on Twitter!

Change Log



  • NEW FEATURE: Quite lovely procedural space backgrounds
  • NEW POWERUP: Orbiter
  • NEW POWERUP: Missile
  • NEW POWERUP: Zapper
  • M A S S I V E performance increase from switch to YYC
  • Improved exit transition
  • Added shameless leave a review button
  • Added report a bug button
  • Added option to use classic backgrounds
  • Massively improved the look of explosions
  • Made explosions more performant
  • Now automatically pauses game when focus is lost
  • Added knockback from some weapons
  • Fixed powerup depth hiding some enemies
  • Fixed and improved the random debris from enemies
  • Fixed satisfying white screen not showing
  • Improved the tutorial controller look
  • Big ol' code cleanup
  • Fixed Driller not attacking in some cases
  • Improved Firehose performance and look
  • Improved Falcon look
  • Improved Old School look
  • Greatly reduced the fire-rate of Gunner
  • Gunner shoots four shots (down from five)
  • Fixed Buzzer depth issue
  • Fixes for GUI when clicking away after launching game
  • Removes tmp screenshot folder to save space
  • Player depth now in front
  • Firehose fires quicker and faster
  • Tweaked the look of the Firehose
  • Made Firehose much, MUCH, more performant
  • Increased point gain of some later enemies
  • Lots of performance tweaks
  • Minor text fixes

The Engine Upgrade!

Hey everyone! It's The Engine Upgrade update! Space Mayhem has now been upgraded from GameMaker Studio 1 to 2! Along with that, I've gone through just about every line of code in a pretty massive refactor as well as improving a lot of the object design!

This means lots and lots of performance improvements as well as future engine support, many, many bugs have been squashed, and numerous adjustments have been made. It also means I will be able to add new ships/ enemies/ weapons with far greater ease from now on. As a little bonus for me, it also means my code is far more readable.

As usual, if you have any ideas for future updates or find a bug, let me know in the discussions tab or over on Twitter! This is a pretty major refactor and to be perfectly honest I don't remember most of the bugs that have been fixed (no, YOU'RE unorganized). Anyway, here's my best attempt at recalling:

Change Log



  • Conversion to GameMaker Studio 2!
  • Massive code refactor for improved performance, bug fixes, future engine support, project and code visualization, etc
  • Audio is now uncompressed (Sounds are about 1000x better) + fixes for a few audio bugs
  • Laser weapon rework with new Visuals and an ammo depletion rate of 0.25x the previous rate but it takes a bit to reach full laser length
  • Platform lasers are better aligned with their sprite as well as their particle effects
  • Fixed hit sound not playing when you hadn't blown anyone up
  • Both Platform and Gunner's bullets are ~2x faster
  • Boosting is now a bit more visually satisfying
  • And many, MANY more fixes

Patch Notes: v1.02

Hey everyone! It's been just over a month since launch, and it has been incredible reading your reviews and watching the communities' videos. It's honestly a dream come true that people enjoy the game.

This update includes a lot of fixes as well as two nifty new sounds systems. The first one effects the pitch of your weapons to let you know when your ammo is running low. The second changes the music pace depending on how well you're doing. If you have ideas for future updates or find a bug, let me know in the discussions tab or over on Twitter!

Change Log



  • New pitch system to let you know when your weapons are running low.
  • Updates to the Ghost's performance. It's much more fun now
  • Math-related performance improvements (I will make this work on your grandma's computer)
  • Fixes to Assembler's hitbox
  • Fixes to Assembler's bomb hitbox
  • Updates to some saving/loading code
  • Fixes bomb screen effect not occurring
  • Numerous other little fixes

Patch Notes: v1.01

Hey everyone! The first small patch has arrived! Thanks to everyone who reported bugs!

Change Log



  • Added platform warning before it shoots
  • Modified speed boost for Hammerhead (faster)
  • Large performance increase by removing unnecessary surface drawing
  • Fixed weird mouse glitch
  • Energy symbol is clearer in ship selection
  • Gamepad no longer vibrates to no end when paused
  • Shamefully fixed logo by adding in the 'R' in 'Chonic Vagrant'
  • Improves depth - enemy bullets are easier to see
  • ..and a few other changes!

Future Updates

Hey everyone! First of all, I wanted to give you all a massive thank you for your wonderful response to Space Mayhem! It has been incredible seeing people play the game and compete for the top spots on the leaderboards!

I have been doing occasional broadcasts on the game, which people seem to enjoy which is good because I love doing them! If you would like to watch them, keep an eye on the store page. They will also show up here.

As for where the game is going from here, I would love to hear from you! I will continue to squash bugs as they are found but I would also love to add additional powerups and ships with their own leaderboards.

If you have any other ideas for things you would like to see in the game, I would love to hear them!

Thanks for reading!

Space Mayhem is Available Now!

Space Mayhem is out now on Steam! It's a fast paced, arcade, score chaser with a retro style. Collect powerups, manage your ammo, obtain massive score multipliers and blast your way through infinite, chaotic waves of enemies!

If you encounter any issues, please let me know and I will do all that I can to fix them! Contact me at: spacemayhemhelp@gmail.com or use the discussions tab in the community section.

Thanks for reading and I hope you enjoy the game!

Release Date Announced!

After over two years of development, I am extremely excited to announce that Space Mayhem will be launching on January 17th! It's been quite the journey that has taken up most of my college career and I cannot wait for people to play it!

Along with the release date announcement, there is also a new trailer available!
https://www.youtube.com/watch?v=10cq_5BeFbs
If you don't like memorizing dates, you can add Space Mayhem to your wishlist to be notified of when the 17th comes around.

Thanks for reading!