And might be worth sharing.
A duel-style bullet hell shmup about flying little girls. In a lot of ways an improvement over the first gauging from the open beta, given that the port isn't handled by complete jackasses this time around and the netcode is actually quite responsive. Also to be released within 20 hours.
A shmup about becoming the final boss. After each stage you get to pick between two new weapons, such as backward shot, homing lasers, full frontal lasers, diagonal lasers, big bombs, and giant drills, and the following stages do a great job of incorporating your new weapons, giving the game a whole lot of variety as it changes up its gameplay every stages as your ship evolves. The presentation also stands out with its limited color palette and tons of shit going on in the background. There is already a full demo of an early release of the game containing all planned stages on the developer's site (se-made.com
A Kickstarter-funded spiritual successor to the Descent games developed by the original creators, except this time around the game isn't a mediocre imitation or a nostalgia cash-in and actually aims to improve on the existing foundation. For example, hitscan enemies are entirely absent as each enemy is projectile-based, and the enemy types in Overload most similar to the hitscan enemies of Descent (fucking Class 1 Drillers fucking FUCKS) will only attack when they're in close range instead of sniping you like a cunt across the entire map, on top of not being 100% accurate. There's nothing like the dickass red hulks with their anal homing missiles either, the closest variant here are enemies which fire slow-moving homing mines. In Overload, Robot Generators are actually destructible so they won't be triggered each time you enter a room and spawn an inevitable wave of enemies. Though sometimes these generators are protected by impenetrable shields which need to be disabled by shooting a nearby switch first. You also have something akin to a melee attack now, so you can actually ram into enemies to stun them and deal damage, doing so also restores your shields a little.
The Early Access version comes with some singleplayer levels, and they're actually good, making this one of the few soon-to-be-released FPS games in YEARS to actually feature a good singleplayer campaign in the vein of classic first-person shooters (in this case in the style of Descent) without the bullshit of roguelites and lolhordes. Much like in Descent, levels are sprawling labyrinths which can spread out in any direction, feature tricky enemy compositions and a general high amount of secrets. Enemy AI is still highly competent as they can dodge your shots and lead their shots, and enemy behavior varies between types as some will rush you aggressively or fire while retreating in order to harass you from long range. They can even react to your flashlight like in FEAR. Weapon balance is quite strong while introducing some new weapons, like a weapon which shoots bouncing projectiles which can home into enemies after a bounce, a time bomb which slows down time, a proper shotgun weapon, and a fast-firing missile pod. There is some decline in the form of an upgrade system, but it's done rather tastefully here as there a multiple upgrade variants for each weapon which are all equally useful, and the upgrading is solely done inbetween levels so you don't have to constantly pause to look at menus.
It's coming this May/June, and it's also coming with a multiplayer mode on release.