I've been a oh so long-time lurker here on the TIGsource forums. I was recently convinced that I ought to quell my inner critic's insistence that my game "isn't ready to share yet" and start a devlog here. Hi!
For the past 3-4 weeks I've been actively developing a top-down action/stealth game called
Boarding Action. The content will be a mix of handmade and procedural. I've described the game's premise to others as a mashup of the things I love from Hotline Miami, Rogue, Deus Ex, and Grand Theft Auto. Er, in space. That sounds nonsensical, so maybe this is more helpful:
Boarding Action is about sneaking or fighting your way aboard space ships of varying sizes and firepower (depending on your inclination between piloting, say, a low-profile fighter or a massive battlecruiser that half the system can detect) in order to accomplish missions for different factions.
Current Status: you can board ships through their (doorless) airlocks, gun down foes that don't shoot back, and get hopelessly lost in the endless vacuum of space.

Slipped in through the open airlock of a cargo ship.

This ship was hardcoded to fire regular MG bullets, which have exactly zero effect on the cargo ship's hull.

Crates! Bullets!

Little animation of being scooped up by a fast moving space platform and pushing around some boxes.