Rigid Force Alpha

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Game Title
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Title screen

Developer: Dev here
Music: Person A
Program: Person B
Art: Person C
Release date: Release Date
Previous game: Previous game of the developer
Next game: Next game of the developer

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(Template Page) is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new game pages. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets.

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Gameplay Overview

The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. It's recommended to keep the control layout simple and easy to understand. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.


The ship’s movement is full analogue if used with analogue sticks. Using D-pad is also a possibility

On Nintendo Switch:

  • B: main (and side) weapon
  • Y (hold): charge shot
  • ZR / X: attract Energy Orbs & slow down ship
  • A: Bullet Blade
  • L: cycle Force Shards formation towards back
  • R: cycle Force Shards formation towards the front


There are three difficulties available all the way from the start:

  • Easy: each ship life can take three hits
  • Medium: each ship life can take two hits
  • Hard: each ship life can take just one hit

In addition to that, the harder the difficulty, the more bullets enemies fire.

Also in Main Mission mode, the harder the difficulty the fewer continues one gets. The more you play the game, the more additional continues you are granted in Main Mission mode.

Unlockable Secrets

Arcade mode

After finishing a (non-boss) stage in the Main Mission mode at any difficulty, you unlock that stage in Arcade mode for all difficulties.

In Arcade mode you can play each stage individually for score, with an altered scoring mechanic and additional pick-ups that affect scoring:

  • astronaut Units – you need to hover near them, to rescue them
  • green Orb Bombs – you neet to shoot them up

There is also a score multiplier that doubles every time you fill the guage (up to max ×128), but with time the it will deplete as well. By collecting Energy Orbs you fill the guage.

Boss Rush

After finishing the Main Mission mode on any difficulty you unleash the Boss Rush mode, where you fight all the bosses in their order and try to do it as fast as possible.

At the start of the Boss Rush and after every two bosses, you are flying through a stage where you can equip Force Shards, main and side weapon pods, as well as stock up on energy. The timer runs also during this stage, so if you do not need to pick up anything, there are speed boost portals present as well.


The game features a gallery tied to achievements. If you meet the requirements for an achievement, you receive a trophy and unlock its picture in the gallery.

Characters / Ships / Styles

You pilot the titular Rigid Force Alpha ship, there are no alternative characters, ships or styles to start as.

The hitbox of the ship has been modified between the Rigid Force Alpha and the Rigid Force Redux versions.[1]

hitbox comparison between the alpha and redux versions of the game


Apart from you default pea shooter, the rest of the armanents have to be picked up in the form of weapon capsules.

The main weapon capules are eliptic in shape.

On Easy difficulty, if you lose a life, the Force Shard and weapon capsules spawn, so you can pick them up again if you are fast enough. On the higher difficulties your ship reverts back to the pea shooter without any power ups.

Main weapons & Force Shards

Apart from the basic pea shooter, you can pick up the following weapon capsules to change your main weapon. Picking up again a capsule that corresponds to the same type you have already equipped will not upgrade the weapon though.

  • Laser (blue) – straight, powerful shot
  • Rebound (green) – bounces off surfaces and top and bottom screen edges
  • Spread shot (orange) – spreads projectiles in a wider angle

The main weapon can be upgraded by collecting the Force Shards, of which you can carry maximum 4. The more Force Shards you carry, the more additional fire power your main weapon fires. They have the same affect on either the picked-up weapons or the stock pea shooter.

The Force Shards can be set in four different formations:

  • all gathered in one ball in front of your ship
  • arching above and below you, facing forward
  • arching above and below you, facing backward
  • all gathered in one ball behind your ship

The arching formations provide for wider coverage, while the ball-shaped formation provides for a more concentrated power. In any case the ship will continue firing the main weapon forward at its basic power level, even if all the Force Shards are firing backwards.

In addition, the Force Shards act as a shield and even damage enemies on touch, so their positioning is key to the gameplay. Important of note is that the way Force Shards arch depends on the main weapon equipped – laser shards form like a wide bow; spread shot shards provide stick close to the top and bottom of the ship, providing best vertical protection; and the rebound shards are something in between.

The charged shot is a more powerful and modified version of the main weapon equipped, and consumes the energy collected through Energy orbs.

Side weapons

The side weapons fire automatically when your main weapon fires. As with the main weapon, there are three types of weapon capsules that change the side weapon. But here, picking up another capsule of the same type will upgrade your side weapon (to max level 2). Picking up a different side weapon capsule will change the side weapon and start it at power level 1.

The side weapon capsules are round in shape.

  • Homing missles (orange) – targets nearby enemies (lvl 1: one missle, lvl 2: two missles)
  • Seeker missles (green) – missles launch vertically and when they line up with an enemy horizontally, they turn 90° towards it (lvl 1: two missles firing up, lvl 2: two missles firing up, two missles firing down) Great for enemies on a vertical-only path, near useless for enemies that move up and down a lot.
  • Ground misslies (blue) – carpet bomb (lvl 1: five bombs, lvl 2: ten bombs)

Bullet blade

The Bullet blade is a melee attack that spins a sword around the ship, cancelling all bullets it touches. It consums a considerable amount of energy collected through Energy orbs.



Weapon power-ups come in the form of weapon capsules and are obtained by killing a weapon pod floating around.

Main weapon capsules are eliptic in shape:

  • Laser (blue)
  • Rebound (green)
  • Spread shot (orange)

Picking up up to four Force Shards improves the power your main weapon and equips the shards as options to your ship.

Sub-weapon capsules are round in shape:

  • Homing missles (orange)
  • Seeker missles (green)
  • Ground misslies (blue)

More info about powering up your weapons is in #Weapons.


Energy is used to power the charged shot of your equipped main weapon and the Bullet Blade.

Energy Orbs (green dots) get dropped when you destroy ships and (in #Arcade mode) Orb Bombs. You collect them by either navigating your ship to them or by attracting them from further afar.

Other items

Some other items are free flowing, without the need to destroy them:

  • Extra ship – heart-shaped boxes that give you an additional ship
  • Unit – astronauts you need to rescue in #Arcade mode


In Main Mission mode, the scoring seems to consist only of shooting as many enemies as possible and collecting as much of Energy Orbs as possible. Enemies count from as little as 200 points to several thousand, depending on their size.

As is customary, using a continue will reset your score.

A more advanced scoring system happens in the Arcade Mode where a Multiplier count and guage exists. As you pick up Energy Orbs the Multiplier guage increases and when it fills up it it doubles the Multiplier to up to max ×128. The guage and consequently multiplier starts falling as soon as you stop picking up Enery Orbs. This affects your score immensely! The maximum multipiler count you achieved during the stage also gets calculated into a bonus (see below).

In addition to the above, the following bonus scores are also added up in Arcade Mode:

  • energy Orb Bombs destroyed × 2.500
  • astronaut Units evacuated × 1.250
  • Waves destroyed × 200 – enemies are grouped in waves, and you get a bonus for wave you destroy all enemies in
  • Multipier Max × 500
  • Ships left × 3.000

In Boss Rush the score is simply time – the less time you took to defeat all the bosses, the better.

The game features online leaderboards, which are kept separate for each version and each platform[2].


See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.

This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)


  • Outpost Alpha
  • Vermis Station
  • Caverns of Vurgos
  • Creeo Base
  • Aestus Facilities
  • The Hive


  • Defence Satellite DS-7353
  • CORE Plasmoid (mini boss)
  • Project Behemoth
  • Botagorae
  • M.O.L.E.
  • Blade Guardship
  • CORE Plasmoid (stage 1)
  • CORE Plasmoid (stage 2)


Basic story breakdowns, plot information, and endings are included here.

If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.

Depending on the difficulty chosen, there are different endings.

For those who do not care about the story (or have seen it already), there is an option to turn off the story sections.

Development History

If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.

Version Differences

There are two versions of Rigid Force – the 2018 original for PC and the 2020 console remake.

The main difference is in the game engine and the visual detail. The gameplay (apart from some re-ballancing) and modes remain the same in both versions though.

Rigid Force Alpha


  • picked up Force Shards form in equidistant position
  • better graphics, but difficult to read UI/HUD

Rigid Force Redux

  • Platform: Nintendo Switch, PS4, Xbox One (2020)
  • Publisher: Com8Com1, Headup, Chorus Worldwide
  • Engine: Unity engine



  • picked-up Force Shards gather at right angle
  • improved UI/HUD, slightly weaker graphical detail, assuring 60 FPS on all consoles
  • more responsive control
  • new voice-over for PSYE, improved portraits
  • some re-ballancing of enemy hit points, scoring, and boss battles


  • Cool facts and random tidbits go here!


See (Template Page)/Gallery for our collection of images and scans for the game.

Video References

If the game already has an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.


We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.

(Template Page)
put your stuff here

References & Contributors

  • https://twitter.com/com8com1/status/1437804641178247179
  • https://twitter.com/com8com1/status/1440698183751847937