I need more retro-style sci-fi shooters like Derelikt
Derekilt feels like Dead Space mixed with System Shock, seen through the lens of a PS1.
by Sam Chandler · ShacknewsSolo developers are having an excellent few years. While the games might take longer to make, what players end up with are gripping experiences like Derelikt. I managed to get my hands on an early build of the game, and it’s clear that developer Visuwyg knows what rules. And in this case, what rules is mixing together original PlayStation visuals with a Lovecraftian theme and retro first-person shooter mechanics.
The early build I got to try out offered up the first level, slim parts of a later level, and a few cutscenes to bridge some gaps. Derelikt kicks off with the hero making a supply delivery to the Von Neumann Outpost, a remote research station built on an asteroid orbiting Saturn.
The moment I stepped onto the outpost, it was clear things weren’t right. The lead scientist had locked himself in his study and other researchers were talking about hearing songs and voices. Strewn about the area were scribblings that make Isaac Clarke from Dead Space look like a sane man. Much like Electronic Arts’ game, the scientists at this station have found a rock with markings, took a chip off it, and brought it inside.
Though I was only supposed to deliver the cargo, because I was the only one on the ship, I was co-opted into the security forces to go work out why the researchers on the asteroid have gone silent. But you can’t just go grab a gun. This is where Derelikt leans into that retro FPS style. I had to chat to scientists, work out where to go, and slink through vents until I found a scrap of paper that let me have a weapon. But just because I was allowed a gun, didn’t mean I was handed bullets.
When I made it to the main bulk of the research station, things started going sideways. Strange bugs were crawling out of vents, the security robots had gone rogue, and humans were turning into shuffling abominations with weird growths. The answer to all of these threats was my pistol, assault rifle, and shotgun in a combat style that pays homage to the shooters from a few decades ago. I stepped in and out of cover to avoid shots and kited bugs in circles to avoid dipping into my limited med kits I’d scavenged from the world.
It wasn’t just hallways of shooting galleries, though, as Visuwyg has sprinkled some light immersive simulation aspects throughout Derelikt as well. I had to track down and work out codes for doors, read terminals for lore (and cheat codes), and decide whether to give info to other people I met on the station. There were also parts of the station I couldn't visit yet, implying some backtracking would be needed once I found the correct tool.
The demo also pulled back the curtain ever so slightly, revealing the Lovecraftian undertones. I discovered glyph fragments, and despite a scientist telling me definitely do not look at it, I looked at it. I witnessed swirling colors and vocalizations reminiscient of Remedy’s Control sections where Jesse communes with the entities. My consciousness expanded and I could embed glyphs in my mind and upgrade them using Insight. Fear the old blood, anyone?
All of these elements are mingling together to create something that feels immediately familiar, and yet distinctly unique. But what I really appreciated about my time with Derelikt, other than the visuals that took me back to my childhood, was the lack of handholding. There were plenty of times I got lost in hallways, which reminded me of my time with Bungie’s 1994 Marathon. I retraced my steps, chose carefully where to use my limited C4 charges, and relied on my own critical thinking instead of HUD markers and glowing trails.
Visuwyg has landed upon a really great set of ideas with Derelikt, and I’m keen to see how it all comes together.
This preview is based on a Steam code provided by the developer. Derelikt is expected to release in 2026.
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