

Drop Troop – Rogue-lite Extraction Shooter
Drop Troop – Rogue-lite Extraction Shooter

Drop Troop – Rogue-lite Extraction Shooter

Drop Troop – Rogue-lite Extraction Shooter


Genre:
Rogue-lite extraction shooter / action game


Genre:
Rogue-lite extraction shooter / action game


Team Size:
1 Unity Developer, Game Designer, 2D Artist


Team Size:
1 Unity Developer, Game Designer, 2D Artist


Platforms:
Mobile


Platforms:
Mobile


Development Time:
2 Months


Development Time:
2 Months


Our Contribution:
Full-cycle development


Our Contribution:
Full-cycle development


Engine:
Unity


Engine:
Unity


Monetization:
Try-before-you-buy model & In-App Purchases


Monetization:
Try-before-you-buy model & In-App Purchases

Overview
Overview
Overview
Drop Troop is a bite-sized rogue-lite extraction shooter designed specifically for mobile and one-handed play. Players launch their drop pod onto hostile alien planets, complete missions, fight waves of alien enemies, collect resources, and attempt to safely extract from each operation.
The game combines fast-paced top-down shooting, rogue-lite progression, and extraction-based gameplay, giving players the freedom to choose their equipment and adapt their playstyle to different mission objectives and environmental threats.






Key Features
Key Features
Key Features

Rogue-lite Extraction Gameplay
Enter hostile alien environments, complete objectives, and successfully extract to progress.

Mission-Based Structure
Multiple mission types provide different objectives and encourage players to adapt their strategy.

Alien Enemies
Different enemy types with distinct behaviors and combat threats.

Weapon System
Multiple weapons designed around different combat styles and tactical situations.

Multiple Alien Biomes
Distinct environments create variety between missions and provide different combat scenarios.

One-Handed Controls
Responsive mobile controls designed specifically for comfortable one-handed gameplay.

Extraction System
Completing the mission is only part of the challenge; players must also reach extraction and escape safely.

DESIGN & ART
DESIGN & ART
We worked on creating a distinctive retro sci-fi visual identity suitable for mobile gameplay:
stylized 2D pixel-art characters and enemies;
alien environments and multiple planetary biomes;
readable visual feedback for weapons, attacks, explosions, and enemy interactions;
visual effects designed to clearly communicate damage, impacts, projectiles, and environmental hazards;
UI elements optimized for small mobile screens;
consistent visual language across characters, equipment, environments, and gameplay interfaces.

DESIGN & ART
We worked on creating a distinctive retro sci-fi visual identity suitable for mobile gameplay:
stylized 2D pixel-art characters and enemies;
alien environments and multiple planetary biomes;
readable visual feedback for weapons, attacks, explosions, and enemy interactions;
visual effects designed to clearly communicate damage, impacts, projectiles, and environmental hazards;
UI elements optimized for small mobile screens;
consistent visual language across characters, equipment, environments, and gameplay interfaces.

DESIGN & ART
We worked on creating a distinctive retro sci-fi visual identity suitable for mobile gameplay:
stylized 2D pixel-art characters and enemies;
alien environments and multiple planetary biomes;
readable visual feedback for weapons, attacks, explosions, and enemy interactions;
visual effects designed to clearly communicate damage, impacts, projectiles, and environmental hazards;
UI elements optimized for small mobile screens;
consistent visual language across characters, equipment, environments, and gameplay interfaces.

GAME DESIGN
GAME DESIGN
core gameplay loop built around deployment, combat, mission completion, and extraction;
rogue-lite progression designed to encourage repeated missions and experimentation with different loadouts;
weapon, armor, and gadget systems designed to support different playstyles;
progression structured around unlocking new equipment and improving the player's available tactical options;

GAME DESIGN
core gameplay loop built around deployment, combat, mission completion, and extraction;
rogue-lite progression designed to encourage repeated missions and experimentation with different loadouts;
weapon, armor, and gadget systems designed to support different playstyles;
progression structured around unlocking new equipment and improving the player's available tactical options;

GAME DESIGN
core gameplay loop built around deployment, combat, mission completion, and extraction;
rogue-lite progression designed to encourage repeated missions and experimentation with different loadouts;
weapon, armor, and gadget systems designed to support different playstyles;
progression structured around unlocking new equipment and improving the player's available tactical options;

ENGINEERING & PERFORMANCE
ENGINEERING & PERFORMANCE
implemented the core top-down shooter gameplay and one-handed control scheme;
implemented enemy behaviors and combat interactions;
implemented mobile-focused UI and interaction systems;
optimized gameplay and asset usage for stable performance on mobile devices;
reduced unnecessary runtime overhead and optimized scene, asset, and object management;
prepared and optimized the game for Mobile deployment.

ENGINEERING & PERFORMANCE
implemented the core top-down shooter gameplay and one-handed control scheme;
implemented enemy behaviors and combat interactions;
implemented mobile-focused UI and interaction systems;
optimized gameplay and asset usage for stable performance on mobile devices;
reduced unnecessary runtime overhead and optimized scene, asset, and object management;
prepared and optimized the game for Mobile deployment.

ENGINEERING & PERFORMANCE
implemented the core top-down shooter gameplay and one-handed control scheme;
implemented enemy behaviors and combat interactions;
implemented mobile-focused UI and interaction systems;
optimized gameplay and asset usage for stable performance on mobile devices;
reduced unnecessary runtime overhead and optimized scene, asset, and object management;
prepared and optimized the game for Mobile deployment.

Tech Stack
Tech Stack
Engine: Unity
Graphics: Custom 2D pixel-art assets, environmental assets, VFX
Animation: 2D character and enemy animation systems
Audio: Sound effects, weapons, explosions, enemy feedback, and background music
Performance: Mobile-focused optimization, lightweight assets, efficient gameplay systems, and stable performance on a wide range of devices

Tech Stack
Engine: Unity
Graphics: Custom 2D pixel-art assets, environmental assets, VFX
Animation: 2D character and enemy animation systems
Audio: Sound effects, weapons, explosions, enemy feedback, and background music
Performance: Mobile-focused optimization, lightweight assets, efficient gameplay systems, and stable performance on a wide range of devices

Tech Stack
Engine: Unity
Graphics: Custom 2D pixel-art assets, environmental assets, VFX
Animation: 2D character and enemy animation systems
Audio: Sound effects, weapons, explosions, enemy feedback, and background music
Performance: Mobile-focused optimization, lightweight assets, efficient gameplay systems, and stable performance on a wide range of devices

OUTCOMES:
OUTCOMES:
Created a flexible gameplay architecture supporting multiple weapons, armor configurations, gadgets, enemies, biomes, and mission types.
Delivered responsive one-handed controls specifically adapted for mobile gameplay.
Created a scalable foundation for adding new missions, enemies, weapons, gadgets, and environments.
Successfully optimized the game for mobile devices while maintaining responsive combat and clear visual feedback.

OUTCOMES:
Created a flexible gameplay architecture supporting multiple weapons, armor configurations, gadgets, enemies, biomes, and mission types.
Delivered responsive one-handed controls specifically adapted for mobile gameplay.
Created a scalable foundation for adding new missions, enemies, weapons, gadgets, and environments.
Successfully optimized the game for mobile devices while maintaining responsive combat and clear visual feedback.

OUTCOMES:
Created a flexible gameplay architecture supporting multiple weapons, armor configurations, gadgets, enemies, biomes, and mission types.
Delivered responsive one-handed controls specifically adapted for mobile gameplay.
Created a scalable foundation for adding new missions, enemies, weapons, gadgets, and environments.
Successfully optimized the game for mobile devices while maintaining responsive combat and clear visual feedback.

Let’s Build Your Next Hit product
Whether you're starting from scratch
or scaling an existing product, our team
is ready to help bring your vision to life.


Let’s Build Your Next Hit product
Whether you're starting from scratch or scaling an existing product, our team is ready to help bring your vision to life.


Let’s Build Your Next Hit product
Whether you're starting from scratch
or scaling an existing product, our team is ready to help bring your vision to life.













