- Release Year: 2016
- Platforms: Windows
- Publisher: Dagestan Technology
- Developer: Life Jumb DT
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Paddle, Pong
- Average Score: 70/100
Description
EM: Shader Attack is a hardcore Arkanoid-style paddle game featuring vibrant visual effects and unique gameplay elements. Players control a paddle to bounce a ball and break through blocks across 10 randomly selected levels from a pool of over 150 hand-crafted maps, each with its own distinct graphical and musical theme. The game offers high replayability through its random level selection and features an EM Mode that transforms the game world, providing a five-fold multiplier to bonus power while increasing ball speed. Players must strategically use AOE bonuses and accumulate energy to activate this powerful mode while trying to destroy at least half of the blocks on each level to progress.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
rawg.io (70/100): “EM: Shader Attack” is not complex, not profound, not long. But as a Game for In Between, if you have a few Minutes to fill, it meets all the Criteria to entertain.
EM: Shader Attack: A Forgotten Spark in the Arcade Shooter Revival
In the vast and often uncurated library of Steam, countless games flicker into existence only to vanish into the digital ether, leaving behind little more than a store page and a handful of user reviews. EM: Shader Attack, a 2016 release from the enigmatic Dagestan Technology and Life Jumb DT, is one such title—a self-proclaimed “hardcore arkanoid” that aimed to marry the timeless paddle-and-ball gameplay of classics like Arkanoid with a modern, shader-driven psychedelic spectacle. This review seeks to excavate and analyze this obscure artifact, not to crown it a lost classic, but to understand its place as a curious, flawed, and ultimately telling product of its time—a bold but fumbled attempt to reinvigorate a foundational genre.
Development History & Context
The Obscure Studio and the Greenlight Era
EM: Shader Attack was developed by Life Jumb DT and published by Dagestan Technology, entities about which virtually nothing is known outside this single release. The game arrived on September 29, 2016, a period deep within the lifespan of Steam Greenlight. This was an era defined by both opportunity and inundation; the platform’s gatekeeping process had been democratized, allowing small, unknown studios from anywhere in the world to release their projects directly to a global audience. EM: Shader Attack is a quintessential product of this environment: ambitious in its own niche way, yet bearing the hallmarks of a very small team working with limited resources.
The game’s technological aspirations are evident in its title and official description, which heavily promotes its use of “colorful effects” and a transformative “EM Mode.” The focus on shaders—programs that calculate rendering effects on the GPU—places it within a specific trend of mid-2010s indie development, where leveraging modern graphics capabilities for trippy visual feedback was a popular way to add a contemporary sheen to simple gameplay loops. However, the system requirements (DirectX 9, a dual-core 2.0 GHz CPU) suggest it was built on a legacy framework, perhaps an older engine retrofitted with new visual tricks, aiming for accessibility over cutting-edge tech.
The Gaming Landscape
In 2016, the arcade-inspired shooter genre was experiencing a quiet renaissance. Games like Shatter (2009) had already demonstrated how to successfully modernize the brick-breaker formula with physics, boss fights, and a stellar soundtrack. Meanwhile, the “score attack” mentality was thriving. EM: Shader Attack’s pitch—promising “high replayability” and a focus on short, randomized runs—clearly aimed to tap into this zeitgeist. Its proposition was not a lengthy campaign but a compulsive, high-score-chasing experience, a structure perfectly suited to the digital distribution market of the time.
Narrative & Thematic Deep Dive
The (Non-)Existence of a Plot
To analyze the narrative of EM: Shader Attack is to gaze into a void. The game possesses no lore, no characters, and no plot as traditionally understood. The story is the one you create through your actions: the struggle of a lone paddle against an onslaught of colorful blocks. The official description is purely mechanical, focusing on maps, bonuses, and modes. Any thematic weight is conveyed entirely through its abstract audio-visual presentation.
Thematic Interpretation: The Assault on Sensation
The title itself, Shader Attack, is the closest we get to a theme. This is a game not about saving a princess or defeating an alien invasion, but about pure, unadulterated sensory overload. The “narrative” is the player’s journey through a chaotic, electronic dreamscape, building energy until they can unleash the titular “EM Mode,” a state where the game world “becomes buoyant and frankly confusing.” This can be read as a metaphor for the player’s own rising focus and flow state, culminating in a climax of visual and auditory noise. The victory screen—noted by one reviewer as a “third world ‘you win’ in the middle” of a silent title screen—further reinforces this theme of abrupt, anticlimactic return to reality after a intense sensory journey. It’s a game about the thrill of the attack on one’s senses, not a story.
Gameplay Mechanics & Systems
The Core Loop: Randomized Arkanoid
The foundational gameplay is impeccably traditional: a paddle at the bottom of the screen, a ball, and blocks to destroy. The player’s goal in each level is to clear at least half of the blocks to proceed. Where EM: Shader Attack attempts innovation is in its structure.
Each game is a run of ten levels, but these levels are not fixed. The game randomly draws each level from a pool of over 150 manually created maps. This is the central pillar of its designed “replayability.” A complete run is intended to last less than five minutes, encouraging repeated attempts to see new layouts and chase a higher score. This roguelite-inspired structure was a clever, if simple, way to extend the life of a inherently repetitive genre.
Power-Ups and the EM Mode
The game features a suite of familiar power-ups:
* A bigger bat
* A second ball
* An angle display
* A ball that punches through all blocks (a laser-like power-up)
Collecting these bonuses fills an energy meter. Once full, the player can activate the game’s flagship feature: EM Mode. This mode transforms the visual presentation into a swirling, chaotic mess of shader effects and, crucially, provides a five-fold multiplier to the power of all collected bonuses. It also spawns multiple balls and protects the main ball from being lost. This high-risk, high-reward mechanic is designed as the scoring pinnacle, the moment where a player can massively amplify their points—if they can manage the visual chaos.
Flaws and Technical Shortcomings
The mechanics, however, are where the game’s ambitions crash into its executional limitations, as noted by players:
- Visual Clarity: The very shaders used to create its identity often become its greatest flaw. Players reported that the visual effects, especially during EM Mode or when bonuses were active, made it incredibly difficult to track the ball, forcing some to “play with the graphics to the minimum to see clearly.”
- Ball Physics and Speed: Early ball speed was cited as too slow, dampening the initial excitement. While the ball is supposed to accelerate each level, the starting pace could be off-putting.
- Technical Issues: A critical flaw was its lack of resolution scaling. On high-resolution displays (e.g., 4K), the playfield was reportedly confined to a small portion of the screen, making the paddle and ball minuscule and the game “highly unplayable.”
- Lack of Polish: The absence of basic features like a persistent high-score table or Steam achievements (though it had in-game ones) made the score-chasing feel inconsequential. The abrupt, unsatisfying victory condition further highlighted a lack of rewarding feedback.
World-Building, Art & Sound
A Synesthetic Assault
If EM: Shader Attack excels in one area, it is in its commitment to its audiovisual concept. Each of the 150+ hand-crafted levels features its own unique graphical theme and musical track. The art style is a riot of neon colors, geometric patterns, and pulsating backgrounds, directly channeling the psychedelic electronica aesthetic of a music visualizer.
The sound design is similarly all-in on electronic music. Descriptions note a “driving basic beat of electronic sounds” that persists across levels, with individual tracks adding or replacing layers on top of this foundation. This creates a cohesive, if overwhelming, auditory landscape that aims to keep the player synced to the game’s rhythm.
Atmosphere Over Cohesion
The world-building is purely atmospheric. There is no consistent universe or lore; the “world” is a fever dream of digital abstraction. The art and sound serve one master: the creation of a dizzying, club-like atmosphere. Japanese players on Steam notably praised the style, with one calling the main menu “very stylish” and applauding the “effects and music.” For some, this sensory bombardment was the primary appeal, transforming a simple game into an audiovisual experience.
Reception & Legacy
A Whisper in the Marketplace
EM: Shader Attack was not a critical or commercial success. It garnered no professional critic reviews on aggregators like MobyGames or Metacritic. Its user reception was sparse and mixed. On RAWG, it holds a “Meh” rating based on a mere 7 ratings.
The user reviews that exist perfectly capture its divisive nature. One French reviewer panned it as a disappointing “Greenlighté” game, accusing it of putting “full of glitter on a poop” and criticizing the lack of accomplishment it provided. In stark contrast, a German review awarded it a 7/10, praising it as a “stylistically appealing and interesting… cool casual Arkanoid” that successfully provided variety and fun in short bursts.
The Faded Legacy
The game’s legacy is ultimately one of obscurity and caution. Its most significant impact was likely negative: it became an example of the type of game that led to the retirement of Steam Greenlight. It was eventually removed from sale on Steam, as noted by PCGamingWiki, cementing its status as a digital ghost.
Its ideas—the randomized level runs, the score-multiplying “panic” mode—were not without merit. However, its failure to address fundamental technical issues like resolution support and visual clarity, coupled with a lack of rewarding meta-progression, meant it was quickly overshadowed by more polished competitors. It serves as a historical footnote: a well-intentioned attempt to modernize a classic genre that was ultimately defeated by its own execution.
Conclusion
EM: Shader Attack is a fascinating failure. It is a game built on a solid, clever premise—the randomization of a classic formula—and wrapped in a compelling, if garish, audiovisual skin. Its ambition to create a hypnotic, replayable score-attack experience is evident.
However, its aspirations were brutally hamstrung by a lack of technical polish, crucial design oversights, and an inability to balance its core visual identity with functional gameplay. The shaders attacked the player’s ability to play, and the game’s systems failed to provide a satisfying feedback loop for its high-score ambitions.
It does not deserve to be remembered as a good game, but it is also not entirely without value. It stands as a poignant artifact of its time: a bold, flawed experiment from the Wild West era of Steam Greenlight. For historians of game design, it is a case study in how even the best concepts require meticulous execution. For players, it remains a fleeting, dizzying memory of a sensory attack that was ultimately too confused to sustain itself. Its place in video game history is on the shelf of curiosities—a spark of potential that quickly flickered out.