
Rampancy
A downloadable game
Rampancy is a retro-inspired sci-fi boomer shooter and a love letter to the classics that defined the genre.
Inspired by Marathon, Wolfenstein 3D, DOOM, & System Shock, it blends fast-paced shooting, eerie sci-fi atmosphere, and a twisting narrative.
You awaken as a cybernetic soldier from the Phoenix Program, tasked with stopping a rogue AI—but nothing is as it seems.
Blast through aliens, rampaging machines, and corrupted experiments with an arsenal of handcrafted weapons, from a rotoscoped laser sword to heavy sci-fi firepower.
Classic FPS action meets a chilling mystery—can you stop the rampancy, or are you just another pawn in a bigger plan?
Finished Game – With More To Come
Rampancy is a finished game, but I plan on adding more content and improvements over time.
Future Plans & Support
Upcoming updates will include:
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Around half a dozen new maps
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More fleshed-out and detailed environments
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Slightly smarter enemy AI
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Improved weapon physics
Credits
Game Design, Programming & Writing
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LazySpar7an Games
Sprites & Artwork
- Terminal / A.G.I. LOG Art: Created on Aseprite / Paint.NET.
- Head-up display (HUD): Modeled in Blender, then rotoscoped and refined in Aseprite / Paint.NET.
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Pistol, Shotgun, and Laser Sword: Rotoscoped from real-life photos I personally photographed and edited.
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SMG, Assault Rifle, Sniper Rifle, Rocket Launcher: Modeled in Blender, then rotoscoped and refined in Aseprite / Paint.NET.
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Decorations: Roughly half created entirely by hand; others built in Blender and rotoscoped, including the Landrover model.
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Textures: Mixed original work with public domain/commercially free textures (including Zortch Unused Textures Pack).
Enemy Design
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EVE: Based on a cosplay photograph I took (with full permission), then rotoscoped and edited into sprite form.
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Other Enemies: Custom-designed or modified using assets from the following OpenGameArt contributors:
Sound Design
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Majority of enemy sound effects created by recording my own voice and heavily editing with plug-ins in Audacity.
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Additional audio sourced from my personal licensed library or free/commercial-use resources.
Cutscenes
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Intro movie and cutscene sequences fully created and edited by LazySpar7an.
Music
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Retro Sci-Fi Music — Wee Free Music
YouTube Link -
Atmospheric Sci-Fi Synth – Fermi Paradox — White Bat Audio
YouTube Link -
Atmospheric Sci-Fi Synth – Abandoned Ship — White Bat Audio
YouTube Link -
Dark Synthwave – Corrosive — White Bat Audio
YouTube Link
Tools Used
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Aseprite (pixel art & animation)
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Paint.NET (with plugins)
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Blender (3D modeling & rotoscoping base renders)
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Audacity (sound editing & effects)
Acknowledgements
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The EFPS Engine community for scripting, FSM knowledge, and development support.
All other assets seen or heard are either original creations, sourced from my personal licensed collection, or used under free/commercial-use licenses with full permissions granted. All rights owned by LazySpar7an.
| Status | Released |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | LAZY SPAR7AN GAMES |
| Genre | Shooter, Action |
| Tags | boomer-shooter, FPS, Horror, marathon, PSX (PlayStation), Retro, Sci-fi, Singleplayer |
Download
Click download now to get access to the following files:
Development log
- Weapons Reload and Clean up48 days ago
















Comments
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it was rough...
The visuals have no coherency. I guess it's the aesthetic the game has, but even then everything blurs into a noisy gray and green mess, it's easier for the brain to filter it out, some enemies blend with the environment because of that. Text is hard to read, for some reason it's small for me and the font with green color don't help it. Weapons are bound to weird keys.
The pickups are hard to see. There's a reason any arcade shooters have big floating pickups with distinct shapes or even light coming from them. I know a case could be made for ammo/health pickups being small for realism/immersion purposes, but it doesn't fit in here, especially with the visual noise problems. It's hard to distinguish between ammo types too. There's white tubes and red tubes and i still have no idea which one is pistol ammo and which is rifle ammo.
The enemies seem pretty useless, i think i almost finished the game barely taking any hits, but at the same time some enemies hit way too hard and strip full armor by seconds.
The enemies overall are just kinda boring. They're really easy to stagger/stun and present almost no threat unless they're sniping you or ambushing in a small room. By the end i found it easier to just skip enemies and run to exit. The enemy corpses taking space is actually not good. Sometimes piles of corpses would prevent me from entering doorways or passing through corridors, i had to slowly and carefully hit or shoot them to move them out of my way.
The weapons aren't any fun either. I think i accidentally skipped the shotgun, i just couldn't find it. Fists have 0 range and damage. Pistol and rifle aren't much different. Sword, rifle and pistol stunlock the enemy forever, so i only used them.
I think i can see that the project has passion and drive, but man it does need some polish.
Thanks so much for the detailed feedback! I really appreciate you taking the time to play and share your thoughts. You brought up some really good points about the visuals, readability, and overall game feel. I definitely see where you’re coming from with the visual noise, text/font issues, and difficulty spotting pickups—I’ll be working on improving clarity and readability. Same with enemies and weapons; I’m still in the polishing and cleanup stage, so feedback like this is super valuable for tightening up the gameplay and balancing.
I haven’t had much playtesting yet, so hearing how things come across to new players helps me know where to focus. Thanks again for helping me make the game better!
Thank you for taking notes and improving the game. I don't really think i'm the best person to do this kind of feedback thing, so i just tried to write what i thought of my experience. Hopefully the game gets even better!
And i hope more people can learn about your game, because I can see that Rampancy has genuinely more effort behind it than most other games on this site (not saying they're worse, but i think i have a right say that after playing so many games from "New releases" page on itch lmao)