Rocket Shipment
Last seen
0Sampled 5 hours ago · not a live figure
—of peak
All-time peak
02 Nov 2026
Last seen
0Sampled 5 hours ago · not a live figure
All-time peak
02 Nov 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Changelog 0.11.1 - Fixed a bug where the round crates got a wrong collider attached | 9692888 | |
| Game update | Changelog v0.11.0 - Added Steam achievements - Added reminder to save unsaved changes in the editor - Added gate pairing so touching gates of the same type will automatically share a detection range - Added 2 new levels - Optimized Wallblasters to only shoot when sufficiently close | 8503686 | |
| Game update | Changelog v0.10.0 - Introduced new crate shapes: "Long" and "Triangle" and added some levels introducing them - Removed showing level tips on a level restart - Added 'R' as level restart shortcut button - Increased rate of effect of the towing sensitivity setting, meaning it has a lower low and a higher high - Made level 26 a bit easier by making a few crates unbreakable - Slightly improved performance on bullet… | 8010557 | |
| Game update | CHANGELOG v0.9.1: - Fixed bug where level 24 was not playable due to cable being too short on initial grapple - Fixed bug where certain joystick controls were overwritten faulty on startup | 7755559 | |
| Game update | CHANGELOG v0.9.0: - Added a new powerup: Dual cables - Added towing sensitivity option to accommodate players that find the pull physics a bit too difficult to handle - Upped the time until a forced death triggers when out of fuel - Added 2 more main levels | 7257689 | |
| In-game event | Update v0.8.0: Introducing powerups Hey rocketeers, Only a small update this time, but a cool one nonetheless. Powerups has been something on my list for a long time and I wanted to give them a try. This update features a very simple one: Life gain. The added "life" powerup simply gives the player a life to a max of 5 total. It can help to overcome harder parts in levels for example. I do have other powerups in mind, but would li… | — | |
| In-game event | Update v0.7.0: Lowering difficulty Hey rocketeers! Some more weeks have passed and again I've gotten some great feedback for some helpful features. Many new players find that the difficulty still ramps up pretty fast after the first 4 levels. To counter that, I've improved a couple of things to hopefully take that edge off a bit and ease players in more. First off, I have added 5 medium difficulty levels to give players a bit mo… | — | |
| In-game event | Update v0.6.0: Improving player experience Hey rocketeers! Some more feedback has rolled in, and I noticed there were some improvements needed to accommodate inexperienced players better. With that in mind, I decided to pack this update with a couple of features dedicated to improving the player experience! I've added tutorial tips to 8 different levels. These will explain a range of things from steering and accelerating, to handling ta… | — | |
| In-game event | Update v0.5.0 featuring new conveyor tiles Hey rocketeers! After launch I wanted to make sure the first update doesn't only fix some bugs, but also contains some actual new content as well. I'm proud to announce the new update contains brand new conveyor tiles for you to expand your levels with. I've added 2 new main levels to demonstrate some possible usages, but of course you are more than welcome to try out some of your own. Alongsid… | — | |
| Steam news | Rocket Shipment is now officially available! Game development is such a weird field of work. Especially when doing it solo, you have to apply (or learn) so many different skillsets. Next to the programming there is art and music involved, marketing, planning, social media, architecture, game design, testing, community management, you name it. I embarked on a huge journey when starting to make this game in August 2018. My goal was to make… | — | |
| Announcement | Launch date has been set! Rocket Shipment will be launching into Early Access on January 15 2021! With only a few weeks to go, I'm super excited to share the latest developments with you! I've been pouring in everything I got these last months so you can hopefully enjoy Rocket Shipment even more. I want to keep improving the game with the feedback given after launch, so if you have ideas or other feedback please send it… | — | |
| Community | Devlog #017: Drones and locked gates Finally some actual new content for the Early Access version! I've been blasting at it, getting as much done as possible before the release. The biggest challenge to date has been the new Blaster Drone. It's mean, it's lean and it's... dumb. For now at least. The first version will drive around randomly and shoot straight up, or aim at you if configured. After release, I'll expand on it, adding… | — | |
| Community | Devlog #016: Configurable gate speeds Now that the demo has been out for a while I've been focussing on adding small features for both the demo and the full version. I've added stuff like: - A next level button after completing a main level - Small random pitch shifts on collision sounds to make them more authentic - A ghost preview of the selected object in the level editor Now I can finally focus on the full-version-only features… | — | |
| Game update | CHANGELOG v0.3.2 - Added ability to edit gates that are already placed in level editor - Added ghost preview of currently selected object in level editor - Added new collision sound for ship colliding with platform - Implemented escape button always working, even when exit functionality is remapped v0.3.2 Want to help me improve the game? Join the Discord! | — | |
| Game update | Update v0.3.1 Releasing the demo has been a great experience. Meeting new players and getting fresh feedback made me want to improve some things right away. This update introduces a couple of subtle changes to improve player experience. Enjoy! CHANGELOG v0.3.1: - Added "Next Level" button for after completing a main level - Added a small random pitch shift on collision sounds to make them sound more authenti… | — | |
| Community | What is Rocket Shipment? Roots Rocket Shipment has been in development for 2 years now. It started out as a personal challenge project to create an own game engine around a game. Now it has grown out to something I'd love to share with you all. What's in the demo? In the official demo you'll be able to experience 10 levels that introduce the basic mechanics of the game. You'll also be able to create your own levels in… | — | |
| Steam news | Rocket Shipment DEMO Released! Hello! My name is Jelmer Pijnappel, and I'm the sole developer of Rocket Shipment. I'm very proud and a little nervous to tell you the demo for my game is now available here, ready for download! Rocket Shipment is a tricky physics based rocketship delivery game with an integrated level editor. It's a fresh take on the old space classics like Lunar Lander, Crazy Gravity, Solar Jetman and Gravity… | — | |
| Community | Devlog #015: Last changes for the Steam Game Festival It's is drawing near, and I can't wait! Polish, an extra level, new sounds, it's all coming together nicely in time for the Festival demo release. I've shown much already in the last post, but there is one major feature I doubted I could add in time. Nevertheless, I even finished it early! Which means I'll show it to you guys as well, of course! Here it is in all its glory: SHIP CUSTOMIZATION!… | — | |
| Community | Rocket Shipment will be available in the Steam Game Festival I'm thrilled to announce a Rocket Shipment demo will be publicly available in the Steam Game Festival! Roots Rocket Shipment has been in development for 2 years now. It started out as a personal challenge project to create an own game engine around a game. Now it has grown out to something I'd love to share with you all. What's in the demo? In the official demo you'll be able to experience 10 l… | — | |
| Community | Devlog #014: Revamping the level editor and cable elasticity I'm so close! Only a few tasks left before the official demo can be released to the public. The biggest of these is a total revamp of the level editor. The previous editor layout took up way too much screen space with those big buttons and that huge catalog screen: For the new design I chose a tighter layout by using icons for the buttons and putting them in a toolbar in the top of the screen.… | — | |
| Community | Devlog #013: Spheres, better performance and future plans These were not that hard to add. Spherical crates for that little extra variation. They pretty much speak for themselves: I also just finished a big performance enhancing feature. Before, the game loads all main levels completely on startup. When the player switches to the custom level view in the level selection menu, all complete custom levels would be fetched. This is a big waste of time and… | — | |
| Community | Devlog #012: First big feature since demo release: Gates! My available time to work on the game has decreased a lot. My full time job is taking up more focus and time now that I've been assigned to a new client. I'm happy I had just enough time to wrap up some loose ends and update the demo before this change happened. This update was the last one I had planned before starting on a new feature, gates! Gates are supposed to block certain directions and… | — | |
| Community | Devlog #011: Improving player experience Now that there's a small group of people playing my game I keep seeing more ways to make things clearer and smoother. From screen transitions and icon animations to little helping signals, there is a lot that can improve player experience. These are some of the things I've implemented in the last 2 weeks: - Spacey screen transitions between levels and the level selection menu: - Landing signals… | — | |
| Community | Devlog #010: Finally some well needed polish I have had these points on my list for forever. Sliding menu screens, fading windows instead of hard visibility toggling, little popping animations when winning a level. I finally took some time and added them in the v0.0.5 pre-alpha demo update. I first started with the fading animation for windows, and set up a whole base for UI animations with it. This is the result! The UI animation system… | — | |
| Community | Devlog #009: New trailer and a little polish Progress on features is slow at the moment. I'm still pretty busy fixing bugs found by the Discord community, though the peak has passed. Now that things have calmed down I really wanted to update the trailer. The last one was really outdated and slow. I'm hoping this new one catches attention a bit more. I finally took some time to do a little polish and chose to build an UI animation system.… | — | |
| Community | Devlog #008: First weeks of pre-alpha demo release Oof, these weeks were hard! Apparently releasing stuff comes with a lot of annoying bugs, who could have known? One annoying bug I just could not solve at first. I spent a couple of days trying to track it down, until I finally was able to reproduce it. I discovered this bugger was only present in the Release build, which I cannot debug. Eventually I found out how to create a Release build that… | — | |
| Community | Pre-Alpha Demo Release! TL;DR: Demo is available through the Discord Boy oh boy! I finally released something to the fans! Yes it's only a demo. Yes it's pretty basic. What do you expect from a PRE-alpha demo? But man, it feels good to get something out there. This pre-alpha demo is a small reward towards the discord followers that have been supporting me for so long. It's also a way for me to test my work on a small… | — | |
| Community | Devlog #007: Breakable crates I've worked on an array of different things for the past 2 weeks. My last devlog showed some wall blasters. I've worked some more on these and improved the bullet sprite: A bigger change is the brand new addition of breakable crates: Unbreakable crates have gotten a darker color and are, well, unbreakable: Only a few slip ups and the breakable crates completely break, making you lose the level:… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.