Starship Scarwolf
© 2024 NKMR AppWorks
English / Japanese
*Note: The screenshots shown are from a development version. Some details may differ from the final product or may change in future updates.
Starship Scarwolf
© 2024 NKMR AppWorks
English / Japanese
*Note: The screenshots shown are from a development version. Some details may differ from the final product or may change in future updates.
Steam: https://store.steampowered.com/app/3384280/Starship_Scarwolf/
Steam (OST): https://store.steampowered.com/app/3384290/Starship_Scarwolf_OST/
OST Preview: https://www.youtube.com/watch?v=hjRAJ5_S2AI
Steam version: Supports Steam Cloud & Steam Achivements.
itch.io version: DRM Free. You can play the game offline.
This game is a top-down scrolling shooter game with omnidirectional movement.
This section covers essential information and important notices that players should be aware of.
System Requirements:
Windows 10 (64-bit) or later
No specific requirements for memory or GPU
As for the CPU, the higher performanced product is recommended.
Development environment disclosure for reference:
AMD Ryzen 5 3600
16GB RAM
NVIDIA GeForce GTX 1650
CPU usage: approximately 5-15% (on the environment described above & "Balanced" power plan), but it runs single threaded only
Performance Notes
Single-threaded application
For better performance, adjust Windows power plan:
Recommended: "Balanced" or "High Performance"
Minimum recommendation: "Balanced"
Can be changed during gameplay
Input Devices:
Keyboard and gamepad support
XInput gamepads only (DirectInput not supported)
Recommended: gamepad with 8+ buttons
Movement controls: Left analog stick or D-Pad
Menu Controls (Not Configurable):
OK/Confirm: A button / ENTER key / Z key
Cancel: B button / ESC key / X key
Selection/Value adjustment: Left analog stick / D-PAD / Arrow keys
Quick value adjustment: Hold LT/LS/L-SHIFT or RT/RS/R-SHIFT while pressing left/right
Pause: ESC key
Toggle full screen: ALT + ENTER
Game Modes:
The game features two modes:
CAMPAIGN Mode (Main Game)
SURVIVAL Mode (Sub Game)
In both modes, you control your ship to move and attack, destroying enemies and supporting allies.
CAMPAIGN Mode Overview
Progress through stages with specific objectives
Complete mission conditions to advance
Detailed information provided in later sections
SURVIVAL Mode Overview
CAMPAIGN mode save data is required to play SURVIVAL mode.
Protect allies for a specified time to advance to the next wave
Credits earned can be transferred to CAMPAIGN Mode
Must save to current data slot to transfer credits
Load desired save slot before starting SURVIVAL Mode to transfer earned credits
Save System
10 save slots available
Latest save auto-loads on startup
Manual loading available through "DATA" option on title screen
Health and Safety
Optional settings available to reduce visual effects for those sensitive to flashing lights
Features to minimize visual stimulation
Regular breaks recommended
Adjust volume to comfortable levels for your health
Others
Due to the use of Python and PyInstaller, antivirus software may flag the game.
Please add the application to your antivirus exclusion list if necessary.
CAMPAIGN mode is the main game where players progress through stages with the goal of completing all missions.
Success requires:
Destroying enemies
Supporting allies
Meeting mission objectives
Returning to friendly bases or transport ships
Key features:
Mission objectives vary by stage
Earn credits to buy and upgrade eqipments
Ship types and equipment affect difficulty
Replay cleared missions from STAGE SELECT feature
Game over conditions:
Your ship destruction
Mission failure
Gate facility destruction (very large object appears in some stages, marked with green TGT marker)
Save System Details
Manual saving required - no auto-save feature
Save data includes:
Mission progress and completion status
Credits and debt
Dock, ship, and equipment information
Important notes:
Resuming mid-mission starts from beginning of that mission
Ammunition and credits save at point of save
Energy and shields restore to full on reload
Game over reverts to last save point
Frequent saving recommended
Economy Tips
If short on credits:
Replay cleared missions
Play SURVIVAL mode to earn credits
Continue current stage
Sell unnecessary ships/equipment
Get a loan (but limited amount available)
Use REFUND feature to return all purchases (& initializing equipment)
SURVIVAL mode differs from CAMPAIGN:
No enemy ships
Only asteroids as threats
Focus on protecting allies
Earn credits to transfer to CAMPAIGN mode (data must be saved to transfer)
Note that, when saving, it is recommended to overwrite the currently used slot or save a new one in an empty slot.
Key features:
Choose starting WAVE (unlockable)
Adjust initial ship level within range
Fixed ship with no equipment changes
Random power-up items from destroyed asteroids
All items beneficial to collect
Controls Differences from Campaign:
FIRE1-4 buttons all function identically
No AUTO FIRE setting
Single fixed ship and weapons throughout
Level cap of 50 per attribute
No landing zones available
Item Effects
Items are marked with letters and colors:
S: Increases movement speed
T: Improves turning speed
A: Enhances armor (increased asteroids collision damage)
R: Increases fire rate
P: Increases weapon power
E: Recovers shields or energy
C: Gain 200 credits
Z: Destroys all asteroids in range (no credits earned for these destructions)
This section provides detailed information beyond what was covered in the "CAMPAIGN Mode Details".
Ship Controls
This section explains how to control your ship in the STAGE screen.
Direction Control Types
There are two methods for controlling your ship's direction, configurable in the CONTROLS screen under "DIRECTIONAL CONTROL":
TYPE 1 (Default):
Use keyboard arrows, D-pad, or left analog stick
8-direction movement
Ship gradually turns while moving forward
Continues straight ahead when no input
TYPE 2:
Uses only left/right inputs
Right: Clockwise rotation
Left: Counter-clockwise rotation
Continues straight ahead when no input
Speed Control
Hold BOOST button to accelerate to maximum speed
Hold BRAKE button to decelerate to minimum speed
Holding both returns to normal speed
Movement speed, turning rate, acceleration, and deceleration vary by ship type
Map Boundaries
Map size varies by mission
Area-over warning displays near boundaries
Autopilot activates if boundary is crossed
Control returns once back in mission area
BOOST can speed up return to mission area
Weapon Systems
Most ships can equip multiple weapons
Weapon slots called "HARDPOINTS"
Fire weapons using FIRE buttons or AUTO FIRE setting
Four equivalent FIRE buttons (FIRE1-FIRE4) for flexible control mapping
Performance varies by ship type
Pause Functions
Use PAUSE button to enter PAUSE screen
Select "RESUME" to continue
F4 key shows screen transition map (also pauses game)
Press F4 again to return to STAGE
Control Configuration
Button Assignment
Customizable in CONTROLS screen
Can combine multiple FIRE buttons (not recommended)
Recommended to keep default FIRE button settings
Control Mapping Systems
There are two separate mapping systems:
Physical Control Mapping (CONTROLS screen):
Maps FIRE buttons to keyboard/gamepad inputs
Saved in ini file
Applies to all save slots
Weapon Mapping (DOCK screen):
Maps HARDPOINTS to FIRE buttons
Saved per ship in each save slot
Includes AUTO FIRE settings
Firing Mode Notes
Five options per HARDPOINT: FIRE1-4 and AUTO FIRE
Some weapons incompatible with AUTO FIRE:
Charge weapons
Lock-on weapons requiring button release
Settings adjustable anytime in DOCK screen
Changes lost if game over occurs before saving
Ships and Docks
Initial Setup
Start with one ship in one dock
Two empty docks available
Total of three docks at start
Initial ship and equipment preset
Dock System
One ship per dock
Maximum of 10 docks total
Ships can be swapped between docks
Transfer only affects display order
Trading System
Purchase ships and empty docks at TRADE screen
Empty dock required for ship purchase
Must select destination dock when buying
Docks cannot be sold once purchased
Ships can be sold except last remaining ship
Combat Systems
Attack capabilities depend on equipped weapons
With a few exceptions, weapons can be bought and sold
HARDPOINT capacity and configuration varies by ship type
The CAMPAIGN mode consists of the Above figure. The white arrows indicate bidirectional transitions, while the red arrows show one-way transitions.
The core screens are:
STAGE: The main gameplay screen
DOCK: Ship and equipment management
BASE/TP (TRANSPORT): Base and resupply
Other screens serve supporting roles:
CAMPAIGN: Starts CAMPAIGN mode, access STAGE SELECT and REFUND
TRADE: Buy and sell ships and equipment
PAUSE: In-game pause menu (no saving)
GAME OVER: Shown after conditions are met (restart from CAMPAIGN)
The flow typically goes:
CAMPAIGN -> DOCK -> BASE/TP -> STAGE -> RESULT -> DOCK
Key points:
STAGE is the core gameplay
DOCK and BASE/TP are central hubs
Other screens support the main loop
"NEW GAME" starts a fresh playthrough
"CONTINUE" loads the last saved game
Saving required to retain progress
Game over reverts to last saved state
Unsaved progress is lost if game over occurs
When the game launches, the TITLE Screen appears. If save data exists, the latest save slot is automatically loaded.
Menu options:
CAMPAIGN: Start CAMPAIGN Mode
SURVIVAL: Start SURVIVAL Mode
DATA: Access data screen (shows current save slot)
SETTINGS: Open settings
CONTROLS: Configure controls
QUIT: Exit game
Pressing F4 in most screens displays a screen transition map and shortcut key guide.
Highlights current screen in green
Shows shortcut key descriptions
Allows quick return to previous screen by pressing F4 again.
Shortcut keys include:
Toggle GUI elements (Master, Status, and Radar)
Transition to Screen Map & Shortcut Keys
Switching full screen/windowed mode
Toggle FPS display
Core gameplay screen, accessed by:
Select CAMPAIGN from TITLE
Choose NEW GAME or CONTINUE
Exit dock in DOCK screen
Select SORTIE in BASE/TP screen
Returning to BASE/TP Screen and Mission Objectives:
To return to the BASE/TP screen, approach and contact the original launching ship or base. When near an ally that allows entry, "CLEARED TO LAND (or DOCK)" message appears. Some friendly bases and ships offer similar menu options to your original launching base or transport, including DOCK, TRADE, and SUPPLY.
Stage Completion:
If you contact these locations after meeting the stage's completion conditions (with a warning message displayed at the bottom of the screen), the stage will be immediately cleared, transitioning to the RESULT screen.
Mission Objectives:
Stage clear and fail conditions can be checked by selecting OBJECTIVES in the BASE/TP or PAUSE screens. Common mission parameters include:
Minimizing damage to allied bases and ships
Minimizing damage to "GATE" facilities
Destroying enemies
When specific targets exist, special attention must be paid to those objectives.
Target Markers:
The game uses a TARGET (TGT) marker system to highlight key objectives:
Enemy attack targets: Red TGT marker
Friendly defense targets: Green TGT marker
GATE facilities (when present): Always a green TGT marker (note: the GATE itself is not green)
These markers help players quickly identify critical mission targets and focus their efforts accordingly.
Key screen elements:
CREDITS: Current money
REWARDS: Mission rewards (added upon stage completion)
STAGE: Current stage number
ENERGY: Remaining ship energy
SHIELD: Remaining shield
WEAPONS: Weapons information. Whether it is displayed or not depends on the type of weapon.
RADAR: Detailed map with color-coded markers. The radar magnification varies depending on the type or availability of radar equipment.
Radar markers indicate:
White dot in the center of the radar: Player ship
Bright blue dot: GATE facilities (when present)
Large green dots: Friendly targets (most important) / Possible landing sites/ships include
Small brighter green dots: Other friendly large units / Possible landing sites/ships include
Small darker green dots: Friendly small units
Large red dots: Enemy targets (most important)
Small brighter red dots: Other enemy large units
Small darker red dots: Enemy small units
Blinking dots: Damaged units
Yellow lines: Border line of the operational area
The target markers of the enemy:
Red filled triangle marker: Indicates the direction of an enemy that is at least a certain distance away from the stage's destruction target (or at least a part of the target). The marker will disappear when you get close to the enemy.
Red outlined triangle marker: Indicates the direction of a major enemy that is not a direct target. Even though it is not a direct target, it may be necessary to destroy it to maintain a certain destruction rate. The marker will disappear when you get close to the enemy.
The target markers of the ally:
Green filled triangle marker: Indicates the direction of an ally that is at least a certain distance away from the stage's defense target (or at least a part of the target). The marker will disappear when you get close to the ally. This marker is often lit up when an ally has taken a certain amount of damage from enemy attacks. However, there are also some defense targets that are lit up from the start in certain stages.
The message requesting defense/support from the ally often appears together with the marker 1. This indicates a request for the ally to provide defense or support.
Menu options:
RESUME: Return to STAGE screen
OBJECTIVES: View current mission objectives
SETTINGS: Access game settings
CONTROLS: Configure controls
QUIT GAME: Return to TITLE Screen
QUIT APP: Immediately close application
The RESULT screen appears after completing stage objectives and making contact with either a friendly base or transport ship.
Rewards are collected and loans are processed on this screen. If there is no remaining debt, you can proceed to the next stage. If there is debt, interest will be added to the remaining balance, and you will remain at the current stage.
Debt settlement can only be processed at the CAMPAIGN mode's RESULT screen, so you must pass through this screen to advance to the next stage. You can proceed once you earn enough credits to reduce your debt to zero. If you have no debt to begin with, you can automatically advance to the next stage after the RESULT screen appears.
To earn credits, you can:
Replay the current stage
Use STAGE SELECT to replay previously completed stages
Play SURVIVAL mode
Don't forget to save your data after increasing your credits.
After this screen, you will transition to the DOCK screen regardless of whether you advance to the next stage. It is recommended to go to the DATA screen afterward to save your progress.
Settlement Process Items:
DESTRUCTION REWARD: Total accumulated rewards from playing the stage (matches "REWARD" shown on the right)
MISSION INCENTIVE: Fixed reward amount specified for each stage
SPECIAL BONUS: Additional rewards for meeting specific conditions beyond clear requirements
DEBT: Player's current loan amount
INTEREST: If DEBT remains after settlement, interest is calculated as a fixed percentage
CREDITS: Final balance after all settlements (will be zero if debt remains)
Note: While SURVIVAL mode has a similar RESULT screen, debt settlement is not processed there. Although you can earn credits in SURVIVAL mode, debt repayment can only be processed in CAMPAIGN mode's RESULT screen.
Menu Options:
SAVE: Saves current game progress (only available during gameplay, not from TITLE screen)
LOAD: Loads data from any slot
COPY: Select this to copy data from one slot to another (must be followed by PASTE)
PASTE: Available after COPY, completes the data duplication process
DELETE: Removes data from selected slot
BACKUP: Creates a local backup copy of the save data file (.dat file)
TITLE: Returns to TITLE screen (appears when accessed from TITLE)
BACK: Returns to previous screen (appears when accessed from DOCK or after SURVIVAL mode)
Unavailable options are disabled and cannot be selected.
List Display Items:
NO.: Save slot number
DATETIME: Last save date/time for that slot
CR (CURRENT DATA SLOT IN USE): Asterisk marks currently used slot
LA (LATEST DATE): Asterisk marks latest saved slot
Ten save slots are available. Choose any slot to save, but note that selecting an occupied slot will overwrite existing data.
Select the one you want to load from the slots that already have data.
Setting Options:
FULLSCREEN: Toggle fullscreen mode (Note: ALT+ENTER shortcut works independently)
SCREEN SCALE: Window size multiplier (affects window mode only/to take effect, the application must be restarted)
BGM VOLUME: Background music volume (please mind your health with high volumes)
SFX: Toggle sound effects (volume adjustable through Windows mixer)
ALERT SFX: Toggle warning sounds for area violations and support requests
BGM FADEOUT: Adjust BGM transition fade-out time
STATUS INDICATION: Toggle all status panels (shares setting with F1 key)
SHAKING CAMERA: Adjust or disable screen shake when taking damage
CAMERA POS. CORRECTION: Adjust ship position relative to screen center (recommended: 0 px)
TMP MESSAGE DISPLAY TIME: Set duration for temporary messages
MYSHIP DIRECTION INDICATOR: Toggle input direction cursor (TYPE 1 control only)
ENEMIES DIRECTION INDICATOR: Toggle enemy target markers
DIRECTION CURSOR COLOR: Choose color schemes from bright or dark
DEADZONE: Adjust analog stick dead zone
SHIELD-DAMAGED EFFECT: Choose shield damage visual effect type
RADAR SWITCHING METHOD: Choose cycling from ROTATION or PING-PONG
DEFAULT: Reset all setting items to their default settings
Control Settings:
KB: Keyboard
GP: Gamepad
FIRE1-FIRE4: Attack buttons (separate weapons in CAMPAIGN, same function in SURVIVAL)
BOOST: Hold to increase speed (subject to ship limits)
BRAKE: Hold to decrease speed (subject to ship limits)
PAUSE: Access PAUSE screen
STAT: Toggle information panel display
RADAR: Toggle radar magnification and display
DIRECTIONAL CONTROL: Choose control schemes from TYPE 1 or TYPE 2
DEFAULT: Reset all setting items to their default settings
Menu options:
CONTINUE: Resume game from saved data if at least one save file exists
REFUND ALL & CONTINUE: Sell all ships and equipment to return to initial state. Money and debts are immediately settled. Game progress remains intact
NEW GAME: Start a new game. Difficulty can be selected but cannot be changed during the campaign
STAGE SELECT: Available after clearing and saving the first mission. Allows replaying cleared missions at any difficulty
TITLE: Return to title screen
When choosing REFUND, a text log file is generated showing the settlement details. The file location is displayed in the message area.
The process can be canceled by selecting "QUIT GAME" and returning to the TITLE screen before saving on the DOCK.
Note that, you can rewind the state if you don't save the data anyway.
Allows replaying cleared missions from the campaign mode. Players can select difficulty, round, and stage numbers within their progression. Available difficulties range from "NORMAL" to "HELL". Rewards and equipment obtained can be kept if the data is saved.
The DOCK screen appears after selecting CONTINUE, NEW GAME, or a stage from STAGE SELECT.
Menu options:
EXIT DOCK: Move to BASE/TP screen
SELECT SHIP: Switch ships
CUSTOMIZE: Modify ship equipment
SETTINGS: Access game settings
CONTROLS: Adjust control settings
DATA: Save game data
QUIT GAME: Exit to CAMPAIGN screen (save manually before quitting)
Players can own up to 10 docks (starting with 3)
Docks can be purchased but not sold
Must maintain at least one ship at all times
Ships can be swapped between docks
Equipment categories include:
WEAPON: Armaments used to attack the enemy
RC UNIT: Remote control units
POWER-UP MODULE: Enhance or add various types of your ship's performance
SUB THRUSTER: Sub-thruster that increase the ship's speed
SUB RCS: Sub equipment for the Reaction Control System (RCS).
RADAR: Radar equipment.
EXTRA E-SHIELD: Shield expansion unit.
EXTERNAL ARMOR: Equipment that improves the strength of your ship.
RENAME SHIP NAME: Set the name of your ship.
List display items:
HARDPOINT: Weapon mounting locations
AMMO/MAX: Current/maximum ammunition
KEY: Firing button assignment (FIRE1-4 or AUTO FIRE/Settings are maintained individually for each ship)
REPLACEMENT: Indicates if weapon can be replaced
If you choose a unarmed HARDPOINT, you can select weapons to mount on the hardpoint. Depending on the type, you can also set the number of ammo.
Weapons must be purchased from the TRADE screen before mounting.
Weapons can be:
Mounted/unmounted (with some exceptions)
Adjusted for angle
Assigned to different firing buttons
Equipped with varying amounts of ammunition
Some weapons have unlimited ammo or use shield energy
Settings can only be changed while in the DOCK menu. Each ship maintains its own weapon configurations.
RC UNIT (Remote Control Units) can be customized with the following options:
Multiple units can be equipped depending on the ship
Each unit can be assigned to FIRE1-4 or AUTO FIRE buttons
Settings are saved individually for each ship
If you choose a unarmed RC UNIT, you can select units to deploy depending on the ship.
Units must be purchased from the TRADE screen before mounting.
RC units can be:
Mounted/unmounted (with some exceptions)
Adjusted for angle and deploying position
Assigned to different firing buttons
Unlimited ammo
These modules are passive items. When equipped, the effects are automatically reflected on the ship.
must be purchased from the TRADE screen before mounting.
Ships can be renamed with up to 12 characters:
Supports alphabet, space, and special symbols
Only useful for distinguishing between multiple same-type ships
Default name is "NO NAME" except for starting ship
Purely cosmetic feature
Accessible from DOCK screen via "EXIT DOCK"
Landing at allied bases or transport ships in-game
Menu options:
SORTIE: Launch/re-launch into mission (to the STAGE screen)
SUPPLY: Repair ship and resupply ammunition
TRADE: Buy/sell ships and weapons, purchase docks
GET A LOAN: Borrow credits
DOCK: Return to DOCK screen
OBJECTIVES: View mission objectives
Replenish ENERGY and SHIELD (customizable amounts)
AMMO resupply (full reload only)
All supplies require sufficient credits
Borrow credits as needed
Loans automatically repaid from mission rewards on the RESULT screen (only in CAMPAIGN mode)
Interest charged on unpaid balance
Must clear all debt to progress to next stage
Displays:
Current combat situation
Gate durability percentage
Allied/enemy unit counts
Defense/destruction targets
Mission success/failure conditions
Can be viewed during missions via PAUSE menu
Status updates pause while docked or in menus. Mission information updates in real-time during gameplay.
The TRADE screen is your hub for managing ships and equipment.
Here you can:
Buy and sell ships and items
Purchase dock slots
Manage your fleet and equipment
Note that, docks can only be bought, not sold.
Ships must be purchased one at a time
Each ship requires an empty dock slot
You must select which dock to store the ship in
Dock prices increase with each purchase
Cannot sell the ship you're currently using
Must maintain ownership of at least one ship
Sold ships free up their dock slot
List display items:
TYPE: Item Categories
ITEM: Item names
CREDIT: Item unit price
OWN: The number of items you have (excluding equipped)
Item Categories
WPN: Weapons
RCU: Remote Control Units
POW: Power Units
THR: Sub-thrusters
RCS: Reaction Control Systems
RDR: Radar
SLD: Shield Unit
EAM: External Armor
Special Weapon Types:
Unlimited Ammo
Marked as "NO LIMIT"
No reload required
Charge Weapons
Marked as "CHARGE TYPE"
Cannot be used with "AUTO FIRE"
Requires charge-up time
Shield-Energy Weapons
Marked as "CONSUME SHIELD-ENGY"
Uses shield energy to fire
Unusable when shield energy is too low
Core Files
config.ini: Game settings file
save.dat: Main save file with 10 slots
Optional Files
Backup saves: Named "save_YYYYMMDDHHMMSS.dat"
Refund logs: Records of sold ships and equipment
Created during CAMPAIGN mode refunds
Stored in "logs" folder
No impact on gameplay
You can delete log files at any time