Scorched Planets
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About
Scorched Planets was a student final game project from 2007 at Full Sail University. Originally developed for Windows XP with DirectX 9.0, it has been ported to Web using WASM and WebGL in 2026 by one of the original team members, Ivgeni Segal.
The web version preserves the original gameplay experience while making it accessible on modern web browsers.
Game Goal
Promote senseless destruction by bombarding nearby planets with a wide variety of comedic weapons until the galaxy is nothing but space dust. Basically, aim your cannon and try to blow up your opponents by shooting missiles at them.
How to Play
Select the Quick Start option from the main menu to jump straight into a default game, or customize your game by selecting New Game. During each player's turn, they select the Angle, Power, and Weapon for their shot.
Angle determines the initial direction of the missile. Power determines the missile's speed and how strongly it is influenced by the multiple gravity fields. Weapons have a wide variety of effects, and each race has its own default weapon. Additional weapons can be purchased between levels in the shop.
Basic Controls
↑Raise shot power↓Lower shot power←Lower shot angle→Raise shot angleLeft⇧ ShiftPrevious weaponRight⇧ ShiftNext weaponWMove camera upAMove camera leftSMove camera downDMove camera rightEZoom camera in (when toggled)QZoom camera out (when toggled)SpaceFire / activate weapon1 – 5Change music tracks⇥ TabToggle camera mode
Credits
Project Lead: Ivgeni Segal
Technology Lead: Brendon Croft
Gameplay Lead: Adam Deming
Graphics Lead: Anna Drazich
Interface Lead: Tim Esselstrom
Asset Lead: Mark Gugler
Programmers: Brendon Croft, Adam Deming, Anna Drazich, Tim Esselstrom, Mark Gugler, Ivgeni Segal
Art Director: Phillip Marunowski
Audio Director: Tony Porter
Audio Programmer: Mark Gugler
Known Bugs / Issues
\* This game was ported from Win32 / DirectX 9.0 on to the web platform. Some features may not work exactly as they did in the original environment.
\* Some input methods, rendering features, or other platform-specific functionality may behave differently than in the original Win32 / DirectX environment.
\* The mouse cannot be used to trigger a weapon's special actions after launch—the keyboard must be used instead.