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Astroblast Rampage

A 3D vertical space shooter, released on Google Play in 2023 and playable in the browser on itch.io.

The game

Astroblast Rampage is a vertical 3D space shooter for phones, played in portrait. Its itch.io page promises 1,000 levels, five bosses and five ships to unlock and upgrade, and the project backs each of them: a level list generated up to 1,000, five boss prefabs with five boss waves, and five ship prefabs.

It was released on Google Play in 2023. Today it is playable in the browser on itch.io, whose page I confirmed is live on 2026-10-27, and there is a gameplay trailer on YouTube. Both links are under Links at the end of the page.

The ship hangar. A name plate reading Rocketrain, with a yellow arrow on each side, sits above a blue and orange blocky spaceship in a cyan frame. A Passive Upgrades button sits above the ship, three gold stars below it and a green Fight button under those. Coin and gem counters run along the top.
The hangar: pick a ship.
The Upgrades panel open over the hangar for a ship named Fury. A coin icon and a gem icon above the rows pick the currency. The three rows show one, two and three gold stars, with coin prices of 100, 1000 and 2000, and a Buy button on the first row.
Upgrades, bought with coins or gems.
A boss fight in space. A wide pink and grey boss ship fills the top, with a red health bar at 46.20 percent above it. An explosion glows below it, and blue and red bullets and a missile cross the screen. The player's ship at the bottom has a health bar at 92.65 percent.
A boss fight, with both health bars.
The player's ship at the bottom of the screen, among dark grey enemy fighters, a column of spiked mines, an electric blast and a gold coin pickup. A counter at the top right reads 7 of 220, and the player's health bar reads 74.60 percent.
A swarm of fighters and mines, and a coin drop.

What is in the repository

It is a Unity project, on Unity 6000.3 with the Universal Render Pipeline. Its published default branch has 294 commits, the first from 2023-09-17 and the last from 2026-10-15, counted on 2026-10-27. The project's own folders hold 107 C# scripts and 7,919 lines: 103 under Assets/Scripts and 4 under Assets/Game/Scripts, among them the purchase manager and the save data. I counted lines as git blame does, blank lines and comments included. One of the 107, SimpleCameraController, is Unity's template camera script, 303 lines, and I leave it in the count. Every other C# file in the repository belongs to an SDK, a package or an asset pack.

A wave names an enemy, a path, a count, a spawn interval and the range of levels it applies to, and there are 25 regular waves and 5 boss waves. The spawner reads the chosen level, widens its pool of waves with it and sets a kill quota that ends the level, and a boss level draws one of the boss waves. Each ship carries weapon launchers. The firing system fires the guns together and the missiles one after another, and projectiles are pooled. 126 achievement assets cover enemies killed, levels completed, ship and passive upgrades, ads watched and rating the game.

2026: Unity 6, IAP 5 and a clean-up

Unity 6. On 2026-08-02 I moved the project from Unity 2022.3 to Unity 6 (6000.3). A Web build profile followed the next day, and on 2026-10-10 a profile for itch.io set the canvas to 450 by 800, so the browser version keeps the portrait layout the phone UI was drawn for at 1080 by 1920.

In-app purchases on IAP 5. Unity IAP 5 replaces the old purchase listener with a store controller that raises events. On 2026-09-27 I rewrote the purchase manager for it, with Claude, in one commit: 116 lines added and 91 removed in a 257-line file. Whether "no ads" is owned now comes from an entitlement check, and a second commit that day stores that ownership on the device, so it is right offline. Owners get no interstitials or banners, and rewarded ads stay.

The SDK-removal audit. On 2026-08-02 I removed the QUDO integration, a third-party monetisation SDK, in two commits. On 2026-09-27 I audited the project for anything left, with Claude, and the report is in docs/qudo-leftovers-audit.md. It finds nothing and shows its method in nine checks, among them a search of the whole working tree (binaries and the editor's Library folder included) and a check that none of the 40 paths the SDK ever had in history still exists. It records three side effects, all in achievements and old saves; the one that matters is that removing an entry from the middle of the achievement list moved the next one from 11 to 10, which only counts if old phone saves are carried over. It also caught something unrelated: the removal had committed a folder named dev/null of Git LFS hook stubs, which I removed on the day of the audit.

My part

Blame says whose commit a line is in, and nothing more, so I claim only what the history shows.

Stack

  • Unity 6000.3
  • URP
  • C#
  • LevelPlay ads
  • Unity IAP 5

Credits

Published by Embratic with Blue Olive, the studio's artist, designer and writer.

Connected to