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Exploration and Action are the main ingredients in this old-school platformer. As you explore a strange place in another time, you will find weapons and abilities that empower you to explore further and better fight the dangers. This place seems to be filled with secrets in strange places, use your grenades to blast up walls and see whats on the other side. Use your map to better navigate the complex and find what paths you missed the first time. The game has been designed with speedrunning in mind, and the game is relatively open ended in terms of sequence breaking.

* Over 100 rooms to explore divided into seven colorful areas.
* One single interconnected gameworld without artificial barriers.
* Game designed to support speedrunning and sequence breaking.
* Find new weapons and abilities throughout your adventure.
* Use the in-game map to navigate and discover 100% of the game world.
* Amazing soundtrack by Simon Stålenhag

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Operation Smash - Greenlight Announcement


Operation Smash - Greenlight Announcement

Operation Smash is closing in on the top-100 in greenlight. So I figured i wanted to share my thoughts on the current state of the game and greenlight.

Jan 8, 2014 News
Operation Smash featured on IndieGameStand


Operation Smash featured on IndieGameStand

From Nov 8 - 11, pay what you want for 'Operation Smash' with beat-the-average bonuses. 10% of all sales will go to the World Wildlife Fund.

Nov 8, 2013 News
Operation Smash featured in Weekly Indie Releases!


Operation Smash featured in Weekly Indie Releases!

Operation Smash was just featured in the latest episode of Weekly Indie Releases on Pixabyte.tv!

Jul 20, 2013 News
Operation Smash Released!


Operation Smash Released!

Operation Smash is a new adventure platformer that is all about action and exploration. The game is inspired by some of the most classic games from the Metroidvania genre and has been designed to ensure...

Jul 13, 2013 News
Comments  (0 - 10 of 42)
Kloodge Mar 16 2014, 9:11am said:

I have to say that I am quite disappointed to find out that when you die you lose all progress since your last save, including items found.

This system works fine for linear games, but it's bad for exploration games. It makes you want to run back to a save point every time you find something. And if you do die, you have to remember where everything was and how you got there. I think the modern standard is to activate respawn points and lose some gold or exp when you die but keep your items.

I like the mechanics of the game, but this kind of kills the fun for me.

+1 vote     reply to
SteveOlofsson Mar 16 2014, 3:25pm replied:

Good point and I agree, this is something I would love to fix for an update. When I designed it I had speedrunning in mind and thought the save system should be a bit more hardcore, but as you say, it actually takes away from the enjoyment of the game in general.

+1 vote     reply to
ThreeSon Dec 1 2013, 6:03pm said:

Fun game, but is there nothing that can be done about the persistent stutter of the foreground during scrolling? At first I thought it was my computer and tinkered with my nVidia settings to try and fix it, but now based on the videos I've seen (like this one: Youtube.com) it seems to be a part of the game itself.

+2 votes     reply to
SteveOlofsson Dec 6 2013, 2:47am replied:


The stutter is due to the fact that the game's graphics is not pixel perfect, but is viewed through an orthographic 3d camera. That means a pixel in a texture will not be a pixel on your screen but possibly several pixels, and can vary depending on where exactly the camera is positioned at the moment. There is one thing that can be done: the stutter will be less and less apparent the higher resolution you use.

+2 votes     reply to
ThreeSon Dec 6 2013, 3:08am replied:

That is interesting - I had not heard anything about this before. Unfortunate, but thanks for responding.

(I've got the resolution as high as it will go on my 1080p monitor, so I suppose there's not any more that can be done about it on my end.)

+2 votes     reply to
ovnidemon Nov 11 2013, 5:38pm said: Online

Great game, but a complain: the respawn of the foes is too damn high. In some level, You can take a break, the monsters pop out endlessly. It's not difficult, I rarely die because of that,but it's annoying because you get hit and miss a jump or fall. The worst is the plant like monster. The levels with the triangle shaped ships are less frustrating.

+1 vote     reply to
ovnidemon Nov 13 2013, 8:33pm replied: Online

Finished it. 99.65%, 100% map, 98.50 items, nearly 11h00, 380hp, 135 grenades and still no clue where the last soul stone is. I like secrets in games, but here, it's not right. Most of the secrets can't be discovered without the secret tracker, the secrets tracker is quite inefficient when it's a single block, a lot of secrets is in lava that drains your HP fast. Combining with the high respawn that doesn't allow you to spend your time to search. And finally the grenade are difficult to handle. Generally, when the destructible is high, you throw a bunch of grenades hoping that one will reach it. It's too the reason why you can't find without the tracker.

+2 votes     reply to
SteveOlofsson Nov 16 2013, 6:23pm replied:

Great feedback. I've been thinking the same thing, and if/when I get the chance to do a proper update, I will improve the item tracker, probably even go as far as minimap markers, depends, will have to try some things and see what works best...

+2 votes     reply to
stegnersaurus Nov 8 2013, 1:48pm said:

Are controllers suported?

+1 vote     reply to
SteveOlofsson Nov 8 2013, 2:47pm replied:

On windows and OSX when you start up the game, a prelauncher window will appear. You can set up screen resolution, full screen/windowed and vsync. In the other tab you can remap your controllers. It's been tested only with the xbox 360 controller. If you have problems mapping the gamepad, another possible solution is to use software that remaps the gamepad to keyboard inputs.

+1 vote     reply to
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Latest tweets from @steveolofsson
I'm amazed by the iPad version of FTL, it's extremely good. Been hooked since release. The replayability is very high, so many things to try Apr 6 2014, 3:00am
@FTLgame Awesome news! Is the ipad version the vanilla or advanced edition? Apr 1 2014, 7:22am
I think it's because most enemies are more cannon fodder than something that lives on over time in a more dynamic manner.. Mar 28 2014, 5:16pm
Enemy design and implementation for platformers feels like one of my weaker points.. I just don't find it that compelling to work on.. Mar 28 2014, 5:16pm
Doin some evenin' coding tonight, currently messing about with the enemy code, trying to break the ice and get back into the code. Mar 27 2014, 2:33pm
@Mike_V_Parent I found a quick way to do it, just right click on a bodypart and change to the desired image. Im a total newbie so :) Mar 25 2014, 3:20pm
@Mike_V_Parent Heres the quick test i did last night, but it was way to much editing, i need the source to be simpler T.co Mar 25 2014, 2:53pm
@Mike_V_Parent I just noticed for my art, i want to downscale to really small, so i need to replace with even simpler art and no outlines. Mar 25 2014, 2:52pm
@lucidthecoder Seems to work better docked, thanks! Mar 25 2014, 6:03am
@lucidthecoder Ok. You could add temporary buttons as a fallback/quickfix. Something like: Highlight item, press button "<-" or "->" Mar 25 2014, 6:01am
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