A pit stop goes horribly wrong in this short, challenging sci-fi adventure.

* Multiple movement abilities and upgrades, including wall-jump, double-jump, and dash!
* Six original compositions and dozens of original sound effects!
* Three enemy types and a challenging boss battle!
* Four unique biomes to explore with original art! 
* Original, quirky story with a surprise ending!

Made for the Metroidvania Month 16 game jam with Team TGW: Zephyr, Michael Games, and TomKai. All assets made from May 15 2022 - June 15 2022

Playtime estimate: 30m-2h for a first play depending on your skill and completionism level.

Special Thanks: Signal, Wervyn, Lancer-X (tests/export help) one60hp (tests/export help), Francesco Ariis (export help)

Known issues in the web build: It's slow in bigger areas especially, and resolution changes (including fullscreen) are largely ineffective, but have enabled the full screen button as this at least allows the range of 256x192 to 1024x768 options. We will be looking into fixes for all the above soon and hope to apply them once the jam voting period ends. But long story short, desktop/laptop builds are still recommended if you're able to use them.

Known issue in the last jam desktop build: if you die before you reach a save point, the game will crash during your next play. Reloading from menu should avoid this issue. We have a fix which we will apply after the game jam voting period ends.


Arrow keys to move
Z/Enter to select on menus
Z to jump, X to fire, SHIFT to dash

xBox 360 controllers should also work (unless for some reason they don't work like mine) with A - Jump, X - Fire, any trigger or bumper to dash, and left-analog or directional pad to move. Note that the bumper used to dash will *not* impact the direction of the dash.

Updated 10 days ago
Published 12 days ago
PlatformsWindows, Linux, HTML5
Rated 5.0 out of 5 stars
Authorskkairos, Zephyr, Michael Games, Tomkai
Made withAseprite, GameMaker: Studio
Tags2D, Exploration, exploration-platformer, Metroidvania, Pixel Art, Sci-fi, Short
Average sessionAbout a half-hour


RS23 v0.99 Windows 28 MB
RS23 v0.99 Ubuntu AppImage (Recommended Unix Build) 32 MB
RS23 v0.99 Ubuntu GMS2 Zip-Build 29 MB

Development log


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A very, very good game.

RS23 puts you in the shoes of Clare and what happens during an unfortunate fuel stop.

Graphics are both functional and very well drawn: the backgrounds evocative without distracting from the action, enemy sprites — some small, some big — each one exquisite and smooth.

Gameplay is metroidvaniaesque with a reminiscence of nethack: you will jump and avoid monster, avoid scary and dangerous spikes too, and save your progress at rest stops (no save: lost progress!). There are some power ups that will help you, collect them all (including each health powerup), as they will unlock different parts of the underground.

I will warn you that some parts are not easy and will take time and a mental map of where danger is (with the usual rule: die → rest stop). Map space which is btw very cleverly used, the world is so big yet so compact and cosy at the same time.

Minor bug: wall jumping between screen transitions sometimes does not work (takes multiple tries).

This is not “a very good jam game”, a “very good game” full stop! Congrats to the team.

I will add for GNU/Linux users: the Appimage woks fine on Debian!

(1 edit) (+1)

(In the interest of full disclosure, the user review above is of a build of v1.0 which will be released publicly when the jam is over. The vast majority of the gameplay is unchanged but we're excited to have some more polish/bugfixes available then and better performance especially on web and unix at that time.)

Yo, linux build please? ^_^


(or html5, this looks very interesting but runs like crap with Wine)


Thanks for your interest! I talked to Kkairos and he said we should have a Linux build this evening.


Yep! KKairos was being a bit optimistic, but hopefully only a bit--we're going to try again tomorrow with a Linux build for the final jam version 0.99!

No worries, I will savour this wait.

Aight. That's good, because we're running into more problems than anticipated. I know this is possible because I did it once, but it might be a day or two. Thanks in advance for your patience!

Worked perfectly for me in Wine 7.4.

wine-5.0.3 (Debian 5.0.3-3) here. I encountered some slowdowns in open areas.

Strange. Slackware64 14.2 on the computer I used. It has a 15 year old CPU. This might be one of the somewhat uncommon instances where Wine itself is at fault.