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Nanoshrine Interactive · 25 Dec 2023
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Battle endless waves of Randy’s evil minions in this retro-style survival FPS. Unlock new map regions and purchase weapons and power-ups from Dandy Randy’s Handy Pantry. Explore Deep Twitch Integration, a new technology allowing streamers to engage with audiences in real-time like never before.
Randy Blaster 3D is a satirical retro-style FPS featuring Deep Twitch Integration and fully customizable gameplay configuration.
Featuring two game modes: Solo Survival and Twitch Survival. Battle endless waves of enemies and collect money to unlock new map regions or purchase weapons and power-ups from Dandy Randy’s Handy Pantry.
Custom gameplay configurations — Sandbox-style customization with dozens of options for triggers and events. You can easily export and share your favorite configurations with friends.
Compete in global leaderboards, unlock Steam achievements, find Easter eggs, and enjoy this fast-paced wave-based shooter as a solo hero or alongside your audience.
After eons of peace in the Vaporverse, the hellish entity Randy has brought chaos and death to the world, with the help of his legions of darkness. It’s up to you, our daring beefcake hero, to bring justice to his doorstep, vanquish Randy’s diabolical forces, and cancel him… for good.
Randy Blaster 3D’s chaotic development journey began in 2021 as a silly inside joke amongst friends. My buddy Randy (aka 3D BLAST), a popular figure in the vaporwave music scene, was hosting the #3DBLASTisOverParty, a roast-style Twitch stream where viewers would submit tongue-in-cheek videos or songs to “cancel” Randy once and for all.
At the time I was looking to experiment further with Unreal Engine and saw Randy’s stream as the perfect opportunity for some mischief. With only two weeks until the submission deadline, I had the idea to create a parody of a first person shooter game. . I found a basic UE4 template with simple mechanics and crude sprites that were perfect for some silly photoshopping! My initial photoshops weren’t too great, so I commissioned a talented sprite artist named Atina to create custom Randy enemy designs and environment sprites that set the tone. My concept: “Canceling Randy isn’t enough. He has to die!”
The date of Randy’s stream ended up getting pushed back significantly. Originally, I planned only to submit a brief video capture of the gameplay, but I saw the extended timeframe as a challenge and pushed myself to make Randy Blaster 3D fully playable.
In this early version, the player objective was to fight through Randy’s evil minions and gather his “vinyl records of power” to unlock new areas, eventually leading to the final boss: Randy himself. The platforming grew more intense in later levels as larger swarms of enemies pursued the player. The climax was a showdown with Randy himself! Easter egg cameos from vaporwave artists added surprise and flair. There was even a speedrun timer for competition with friends.
On stream day, it all hit me. I had created a complete, albeit short, retro FPS in just one month! To make things even more chaotic, the stream aired while I was moving from Virginia to California, and I caught the broadcast from an Oklahoma City hotel. The trailer (parodying a vintage Doom ad courtesy of our pal Discoholic) kicked things off strong. When Randy revealed the game was available for download, chat went wild! Randy played the game on stream for hours as viewers cheered on the zany carnage. This early version of Randy Blaster 3D still lives on itch.io as “The Bootleg Version.”
I pondered where to take things next. I adored the mechanics and wanted to bring Randy Blaster 3D to Steam, but this brief story mode didn’t seem substantial enough for a Steam release. After contemplation, I settled on creating a wave-based survival mode to add tons of replayability.
What followed was an explosion of new features over months of passionate work. More enemies, expanded mechanics, cunning AI, a robust progression system, elaborate level design, and the invention of what I call Deep Twitch Integration. Each step of the way I brainstormed wild ideas to make the game as fun and innovative as possible. Eventually, Ran
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