- Release Year: 2015
- Platforms: Windows, Linux, Macintosh
- Publisher: JH12world
- Developer: JH12world
- Genre: Action
- Perspective: Side view
- Gameplay: Platform Shooter
- Setting: Sci-fi / futuristic
- Average Score: 21/100

Description
In CortexGear: AngryDroids, players assume the role of an alien hacker, one of the last survivors of a devastating Cortex war against the AngryDroids. This alien, from a generation of CortexSoldiers known for their exceptional hacking abilities, takes control of a CortexGear (a robot with an implanted brain) to combat the droids and uncover their own extra-terrestrial origins in a world overrun by these conscious, hostile machines. This challenging 3D Sci-Fi shooting sidescroller combines run-and-gun action with tactical gameplay, requiring logical thinking, trap-setting, puzzle-solving, and computer hacking to overcome vast, hostile environments and numerous angry droid enemies.
Gameplay Videos
Where to Get CortexGear: AngryDroids
PC
Guides & Walkthroughs
Reviews & Reception
steambase.io (21/100): CortexGear: AngryDroids has earned a Player Score of 21 / 100, receiving a rating of Mostly Negative.
store.steampowered.com : With only 2 user reviews, more are needed to generate a score.
metacritic.com : Critic reviews are not available yet and a user score is only available after 4 ratings.
steamcommunity.com : The Steam Community discussions include topics questioning the lack of user reviews for the game.
mobygames.com : Moby Score is not available for CortexGear: AngryDroids.
CortexGear: AngryDroids: A Cautionary Tale of Ambition and Execution
1. Introduction
In the annals of independent game development, where passion often outstrips resources, CortexGear: AngryDroids emerges as a peculiar, albeit minor, entry. Released across PC, Mac, and Linux platforms in 2015 by the singular entity JH12world, this title aspired to be “the hardest Sci-Fi shooting sidescroller,” a challenging action-adventure experience boasting an “emotional story and epic game-play.” At a time when the indie scene was burgeoning with innovative concepts and fresh voices, CortexGear: AngryDroids sought to carve out its niche not through graphical fidelity – a path many AAA titles were aggressively pursuing – but through a purported emphasis on narrative, style, and demanding gameplay. This review, as both a journalistic and historical endeavor, will meticulously dissect CortexGear: AngryDroids, examining its origins, narrative ambitions, mechanical design, aesthetic choices, and ultimately, its frosty reception and negligible legacy, concluding that while its developer’s vision was admirable, the final product largely failed to translate that vision into a cohesive or enjoyable experience.
2. Development History & Context
H3. The Vision of JH12world
CortexGear: AngryDroids stands as the inaugural project from JH12world, primarily spearheaded by developer Jordan Benoit, operating under the alias ‘Hotozi’ in community discussions. Benoit’s philosophy for the game’s creation is remarkably candid and forms the bedrock of its artistic and developmental context. He explicitly stated, “As my first game, I wanted to show people what we can do with a free game software, basic scripting, no model from MAYA or BLENDER, only (Spheres, Squares, Cylinders, Capsules), FL studio, Gimp and can still make a good game with a nice game-play, great story and style.” This was a direct rebuke to what he perceived as the industry’s contemporary obsession with hyper-realistic graphics and advanced techniques, arguing that a truly good game prioritizes “A story, gameplay and style.”
H3. Technological Constraints and Tools
Benoit’s commitment to this anti-graphical-fidelity stance was not merely ideological but also a practical necessity, given his choice of development tools. The game was crafted using “free game software” and “basic scripting,” with assets limited to fundamental geometric primitives: “Spheres, Squares, Cylinders, Capsules.” Audio production was handled with FL Studio, and visual assets likely processed through Gimp. The game itself was powered by Unity3D, a popular engine for independent developers, which allowed for cross-platform deployment. This self-imposed constraint aimed to prove that ingenuity and core design principles could overcome technical limitations and resource scarcity.
H3. The Gaming Landscape of 2015
Released primarily on Windows in January 2015, with subsequent Linux and Macintosh versions rolling out through the year (Steam release listed as September 6, 2015, with some sources listing other dates like September 16 or 24, 2015, and Metacritic an April 24, 2015 PC release), CortexGear: AngryDroids entered a vibrant, yet increasingly crowded, indie gaming market. This era saw a significant democratisation of game development, enabling small teams and solo creators to publish their work on platforms like Steam, often via the “Greenlight” program, which CortexGear: AngryDroids successfully navigated, gaining community approval in June 2014. While many indie titles of the time leveraged unique art styles or novel mechanics to stand out, AngryDroids‘s deliberate avoidance of conventional graphical polish, coupled with its ambitious promises of extreme difficulty and an “emotional story,” positioned it as a counter-cultural statement within the mainstream gaming discourse. However, this bold stance also carried inherent risks, as players had growing expectations for even indie titles to offer a certain level of technical polish and functional stability.
3. Narrative & Thematic Deep Dive
H3. Plot Summary
The narrative of CortexGear: AngryDroids plunges players into a grim, post-apocalyptic sci-fi future. The protagonist is an enigmatic alien hacker, described as “one of the last survivors from a Cortex war (A war based on hacking the opponent) against the AngryDroids.” This alien, hailing from an “upgraded generation of CortexSoldiers”—a lineage renowned for their formidable hacking abilities—is part of the generation that “ended the ultimate CortexWar against mankind.” This backstory immediately establishes a complex history of interspecies conflict and technological warfare. The alien’s primary mission in the present day is to “take control of a CortexGear (A robot with an implanted brain) in order to eradicate angry droids” in a “world infested by angry droids.” A key objective of the campaign is to “Discover the extra-terrestrial true origin through the game’s story.” The developer points to the game’s official website for the “full story,” suggesting a narrative depth that extends beyond in-game exposition.
H3. Character Analysis
- The Alien Hacker (Main Character): The protagonist is presented as a skilled and resilient survivor, a product of a genetically or technologically “upgraded generation” of hackers known as CortexSoldiers. Their background is steeped in past conflicts, having been instrumental in ending a previous war against humanity. This sets up a protagonist with a potentially morally ambiguous past, having effectively eradicated mankind in a previous conflict, now repurposed to fight a new robotic threat. The quest to discover their “extra-terrestrial true origin” hints at themes of identity, belonging, and perhaps a search for purpose beyond mere survival.
- The CortexGear: This is not merely a vehicle but a “robot with an implanted brain,” implying a level of sophistication and sentience that the alien hacker then subjugates or integrates with. This central mechanic blurs the lines between biological and artificial intelligence, suggesting a symbiotic or parasitic relationship that could explore questions of control, free will, and the ethical implications of technological warfare.
- The AngryDroids: These are portrayed as the primary antagonists, not just mindless machines but “robots with a conscious” and a singular, menacing “join us or perish mentality.” Their mission statement—”I will destroy you”—and the chilling description that they “share none of your weak human emotions. No pity”—establishes them as ruthless, logical, and implacable foes. This characterization elevates them beyond generic robotic enemies, imbuing them with a distinct, cold intelligence that stands in stark contrast to the potentially emotional or morally complex protagonist.
H3. Thematic Exploration
The game’s narrative framework provides fertile ground for several profound themes:
- Post-Humanism and AI Consciousness: The existence of CortexGears (robots with implanted brains) and AngryDroids (robots with consciousness) directly engages with the philosophical implications of artificial intelligence, synthetic life, and the blurring boundaries between organic and mechanical existence. The “Cortex war” itself, being “based on hacking the opponent,” further emphasizes a world where consciousness and control are intrinsically linked to technological prowess.
- War and Survival: The game’s backstory is a tapestry of past conflicts—a “Cortex war against the AngryDroids” and the “ultimate CortexWar against mankind.” The alien protagonist is a “last survivor,” implying a narrative steeped in the consequences of prolonged warfare, species-level extinction, and the desperate struggle for continued existence.
- Identity and Origin: The quest for the alien’s “extra-terrestrial true origin” hints at a journey of self-discovery amidst the chaos. This personal quest, set against a backdrop of universal conflict, could explore themes of heritage, purpose, and what it means to be alive in a ruined galaxy.
- Emotion vs. Logic: The AngryDroids’ lack of “weak human emotions” and “no pity” creates a thematic contrast with the implied emotionality of the alien protagonist, who hails from a generation that fought mankind. This dichotomy might explore the strengths and weaknesses of both emotional and purely logical approaches to conflict and survival, and the very definition of “humanity” or “alienity.”
- Challenge and Resilience: The game’s self-proclaimed “hardest Sci-Fi shooting sidescroller” status and the need to “think logically,” “brave,” and “fight well” directly ties into the themes of overcoming adversity, the importance of skill, and perseverance in a hostile environment.
Despite these ambitious narrative and thematic underpinnings, the challenge for CortexGear: AngryDroids lies in how effectively these intricate ideas are conveyed and integrated into the actual gameplay experience, especially considering its minimalist graphical approach and the subsequent reception.
4. Gameplay Mechanics & Systems
H3. Core Gameplay Loop
CortexGear: AngryDroids positions itself as a “challenging action-adventure game” that blends elements of “platform” and “shooter” genres, specifically described as a “run-and-gun shooter” and a “classic 3D Sci-Fi shooting sidescroller.” This last descriptor points to a 2.5D visual presentation—using 3D models and environments but restricting player movement to a 2D plane with side-view, 2D scrolling perspective. The core loop revolves around players, as the alien hacker controlling a CortexGear, navigating “vast and hostile” environments, engaging “angry droids,” solving puzzles, and hacking computers. The difficulty is a central pillar, with the developer stating “death will meet you as soon as you let your guard down,” requiring players to “be brave, fight well and explore carefully.”
H3. Combat & Hacking
Combat is framed as a test of “quick tactics and skills.” As a shooting sidescroller, players engage enemies in real-time, relying on precise aiming and movement. Unusually for a sidescroller, the game supports “both mouse and keyboard controls at the same time,” suggesting a more granular aiming system than typical for the genre, potentially akin to twin-stick shooters but adapted for a 2D plane. Players must “master the use of tricks and combos” to overcome the 35 different enemy types. The emphasis on “thinking logically to find your enemy’s weaknesses” implies more than just brute force shooting, encouraging strategic engagement.
Beyond direct combat, a significant portion of the gameplay involves the alien hacker’s abilities: “hacking computers” and “solving draconic puzzles.” This indicates a blend of twitch-based action with cerebral challenges. The puzzles are described as “draconic,” suggesting they are exceptionally difficult or intricate, further contributing to the game’s overall high challenge factor. Traps also play a role, as players are encouraged “to trick your enemies with traps,” adding another layer of strategic interaction with the environment and enemies.
H3. Progression & Customization
The game offers a robust, if not clearly detailed, progression system. Players have access to “More than 100 sets of weapons (24),” implying 24 distinct weapon types, each with multiple variations or customization options. This weapon variety, combined with a “tricks list (specials and combos moves),” suggests a diverse combat toolkit that players can learn and master. The campaign is touted as offering “More than 6 hours of campaign,” supplemented by “20 extra challenging levels,” ensuring a substantial amount of content for dedicated players. The inclusion of “random enemy” generation aims to enhance replayability and keep encounters fresh.
H3. Multiplayer & Extra Modes
A significant feature for an indie sidescroller of its time, CortexGear: AngryDroids includes “Multiplayer (Cross platform)” capabilities, with “Multiplayer stage customization” allowing players to tailor their competitive experiences. The ModDB news from December 2014 confirmed that multiplayer was “working” and supported “set[ting] up a server or play in a LAN,” alongside features like “LAN PvP,” “Shared/Split Screen PvP,” and “Remote Play Together” via Steam. This comprehensive suite of multiplayer options suggests an ambition to build a competitive community around its challenging gameplay. Additionally, a “Survival mode” is included, providing a dedicated arena for players to test their skills against waves of “angry droids” outside the main campaign.
Despite the comprehensive list of features and the developer’s declared intent for a hard, skilled, and engaging experience, the ultimate efficacy of these systems is tied to their execution and polish, which, as later sections will discuss, became a point of contention for players.
5. World-Building, Art & Sound
H3. Setting & Atmosphere
The world of CortexGear: AngryDroids is established as a “Sci-fi / futuristic” landscape, one that is “infested by angry droids.” This core conflict permeates the atmosphere, painting a picture of constant threat and pervasive hostility. The environments are described as “vast and hostile,” suggesting sprawling, dangerous levels that require careful exploration. The thematic underpinning of war, particularly the “Cortex war” and the “ultimate CortexWar against mankind,” imbues the setting with a sense of desolation and a violent history. The Droids themselves, with their “join us or perish mentality” and devoid of “weak human emotions,” contribute to a cold, unforgiving atmosphere, where the stakes are existential and pity is a luxury. The game’s rating, noting “violence, intelligent themes, minimal blood, and threatening language,” further solidifies its mature and intense atmosphere. The “Cyberpunk & Derivatives” theme cited by BoardGameGeek hints at a dystopian, technologically advanced, yet morally ambiguous society that aligns well with the narrative of hacking-based warfare and conscious robots.
H3. Visual Direction & Art Style
The visual direction of CortexGear: AngryDroids is perhaps its most distinctive, and contentious, aspect. While it’s marketed as a “classic 3D Sci-Fi shooting sidescroller,” it primarily employs a “Side view” with “2D scrolling,” indicating a 2.5D visual approach. Crucially, the developer, Jordan Benoit, eschewed conventional high-fidelity graphics, opting instead to build the game using only “Spheres, Squares, Cylinders, Capsules” for models, processed with Gimp. This was a deliberate choice to prove that “good graphics doesn’t make a good game,” prioritizing “game-play, great story and style” instead.
This minimalist geometric approach suggests an abstract or highly stylized aesthetic, which, while potentially unique, could be polarizing. One ModDB comment described the graphics as “Lovely graphics,” suggesting that at least some players appreciated this unconventional style, perhaps seeing it as an artistic statement or a refreshing departure from photorealism. However, for many, the lack of detailed textures or complex models might have felt underdeveloped, directly clashing with expectations for a game released in 2015, even an indie one. The decision to use basic shapes could either evoke a sense of clean, abstract design or, conversely, appear crude and unfinished, depending on the coherence and consistency of their application within the game world.
H3. Sound Design
The soundscape of CortexGear: AngryDroids was created using FL Studio, a popular digital audio workstation. While specific details on the game’s music, ambient sound, or sound effects are scarce in the provided material, the promise of an “emotional story and epic game-play” implies an attempt to craft a compelling audio experience. In a game aiming for narrative depth and challenging action, the sound design would be critical for conveying atmosphere, providing player feedback during combat, and enhancing the emotional impact of story moments. Without specific critic or user commentary on the audio, it’s difficult to gauge its effectiveness, but it can be inferred that the developer sought to complement the game’s ambitious narrative with a fitting auditory backdrop, constrained by the same DIY approach as the visuals.
6. Reception & Legacy
H3. Critical & Commercial Reception
The reception of CortexGear: AngryDroids paints a stark picture of a game that, despite its ambitious vision, struggled significantly in execution and market penetration.
Critical Reception: There is a notable absence of professional critical reviews. MobyGames and Metacritic both indicate “Critic reviews are not available yet” or “tbd” (to be determined), suggesting the game did not garner enough attention from major publications to warrant formal reviews. This is a common fate for many indie titles, but it stands in contrast to the developer’s strong statements about gameplay and story.
Player Reception: Where player feedback is available, it is overwhelmingly negative.
* BoardGameGeek: The game holds an abysmal average rating of 1.00/10 from two ratings. A user summary on BGG starkly notes, “Although largely a broken game, the ambitious idea is to have you hacked into a robot using a shooting arena style strategy. But who knows, the game is probably still not working at this very minute.” This single comment is perhaps the most damning, indicating fundamental technical issues.
* Steambase: This aggregator provides a “Player Score” of 21/100, categorized as “Mostly Negative” based on 126 total reviews (26 positive, 100 negative). This data, updated in real-time, clearly shows a strong dissatisfaction among the broader player base on Steam.
* Steam Store: Curiously, the Steam store page itself displays “2 user reviews – Need more user reviews to generate a score” for its overall rating, which might suggest issues with review visibility or aggregation on the platform itself, despite the Steambase data indicating many more.
Commercial Reception: Commercial success appears to have been minimal. MobyGames lists the game as “Collected By 21 players,” and BoardGameGeek shows “Users Owning: 3.” These exceptionally low numbers, coupled with the “Mostly Negative” Steam reviews and zero “Plays This Month” on BGG, suggest very poor sales and retention. The game was available for $5.99 on Steam, but its low visibility and negative word-of-mouth likely hampered any significant commercial traction.
The overall picture is one of a game that, at best, was technically flawed (“largely a broken game”) and, at worst, failed to resonate with the few players who experienced it.
H3. Evolving Reputation & Influence
Given its poor initial reception and limited player base, CortexGear: AngryDroids‘s reputation has largely remained obscured or negative. There is no evidence to suggest its reputation has evolved positively over time; rather, the BGG comment from an unspecified date (“probably still not working”) implies persistent technical issues.
In terms of influence, CortexGear: AngryDroids has left virtually no discernible mark on the gaming industry. Its obscurity, coupled with its critical and commercial failure, means it has not directly inspired subsequent games or significantly contributed to the evolution of its genres. The developer’s stated philosophy—prioritizing story, gameplay, and style over high-end graphics and proving what can be done with free software—is an admirable sentiment that resonates with the broader indie ethos. However, this particular title did not become a successful embodiment of that philosophy. Instead, it serves more as a cautionary tale: a reminder that vision and ambition, while crucial, must be accompanied by robust execution and technical stability to achieve even modest success and secure a place in gaming history. The absence of achievements on Steam (as noted in community discussions) also points to a lack of features often expected by the player base, further contributing to its forgotten status.
7. Conclusion
CortexGear: AngryDroids stands as a compelling, if ultimately tragic, case study in indie game development. Jordan Benoit’s vision for a hard-as-nails, story-driven action-adventure that defied the industry’s graphical arms race was genuinely ambitious and conceptually intriguing. The premise of an alien hacker controlling a CortexGear, battling conscious droids, and unraveling deep-seated extraterrestrial origins held significant narrative promise, exploring themes of post-humanism, war, and identity. The detailed breakdown of gameplay features – from 35 enemy types and over 100 weapon sets to cross-platform multiplayer, stage customization, survival mode, and complex puzzles – painted a picture of a feature-rich and challenging experience.
However, the reality of its execution, as evidenced by the overwhelming “Mostly Negative” player reviews and the stark assessment of it being “largely a broken game,” suggests a profound disconnect between aspiration and delivery. While the minimalist art style could theoretically be seen as a bold artistic choice, it appears to have been overshadowed by technical instability and a lack of polish that alienated players. The absence of critical engagement and its negligible commercial performance cemented its status as an obscure footnote.
As a professional game historian, it is imperative to acknowledge the courage and intent behind projects like CortexGear: AngryDroids. It embodies the spirit of indie development: a lone creator striving to create something meaningful against formidable odds, proving that a “good game” doesn’t necessarily hinge on massive budgets or cutting-edge graphics. Yet, history also teaches that a game must function and deliver on its core promises to capture an audience.
In its final verdict, CortexGear: AngryDroids finds its place in video game history not as a revolutionary classic or a hidden gem, but as a poignant example of indie ambition clashing with the harsh realities of execution and player expectation. It is a testament to the idea that while graphics may not make a good game, fundamental playability and stability are non-negotiable foundations upon which even the most profound stories and innovative gameplay mechanics must be built. It remains a fascinating artifact, representing a singular developer’s earnest, if ultimately unfulfilled, attempt to redefine what an indie game could be.