Jump, Flip And Shoot Without Aiming In Seraph, Out Now

Seraph [official site] is described as an acrobatic shooter “without aiming”, which means you can jump, double-jump, wall-jump and otherwise focus on movement while pressing the shoot button causes your bullets to always hit one of the enemies skittering nearby. This is good, because I am bad at aiming in games even while standing perfectly still. There are other neat ideas in the game I like as well, though – including dynamic difficulty. It’s just left early access and is out now.

Here’s the original announcement trailer, which still gives a good sense of it now:

Aside from your character doing flips with every forward and backward jump, eliminating aiming makes movement important to combat in other slightly unusual ways. For example, aside from your guns, your character has the ability to attack using a kind of short-distance pulse. Some enemies can only be hurt with this ability, and it means you need to dash close to them and release it quickly. That’d be much harder to do reliably if you were having to aim at the smaller beasties at the same time. I had fun zipping about in the game for the thirty minutes I played.

I should explain that “pulse” more. Seraph, as the name suggests, is an angel, and her powers are violent miracles, blessings, oaths and transformations. The pulse is a type of miracle, essentially a spell, while blessings are passive abilities, oaths are unlocked via skill tree, and transformations are things you craft.

I find it particularly interesting that one of the game’s listed features is essentially that it’s not a roguelike; dying in Seraph costs you a portion of your max health, but you’ll respawn nearby, you’ll keep most of your skill progress, and the game will lower its difficulty automatically if you’re continually struggling. Smart.

Seraph is £6.49/8,44€/$8.44 on Steam and Humble, including a launch discount.

It’s by the same folks who made Ironcast, a “turn-based match-3 roguelite steampunk resource-management RPG” which John reviewed last year.

From this site

4 Comments

  1. Dreadbit says:

    Hey there! Thanks for posting this. :)

    Could you guys perhaps use the latest trailer instead? We’ve fixed up and added hundreds of things since that old trailer was made.

    Link: link to youtu.be

    Thanks again! :)

    • Ksempac says:

      From a non player perspective, I agree this trailer is much better but i wonder why you removed the mention about auto-aimed combat ? It is the one thing that makes your game unique. Was it putting people off ?

      • Dreadbit says:

        Nope, not at all! It’s all on the store page and is still our USP, just 100% auto-aimed wasn’t a nice way to put it. We’ve gone for: Acrobatic shooter… without aiming!

        It’s all about trial and error on the messaging. Very hard to get right :/

    • wraithgr says:

      This looks nice but I don’t get the point of reducing max health if you die… Isn’t that the very definition of slippery slope? What is the point of reducing the difficulty automatically if this mechanism is in place?