Overview
There’s a specific graveyard in gaming history: the Flash era. When Adobe pulled the plug, thousands of brilliant web-native games — scrappy, hand-animated, violently opinionated — lost their home. Most died. Some, like Alien Hominid, escaped to consoles and became institutions.
Contract Rush DX is the latest escapee. What began as Figburn’s 2020 Newgrounds jam has been expanded over five years — alongside co-developer Melon, with publisher 2 Left Thumbs (a label that has quietly built a reputation for shepherding exactly this kind of project) — into a full-blooded run-and-gun released July 30, 2025 on Steam for $12.99. And crucially, the “DX” isn’t a coat of paint. The original’s DNA is visible, but this is a substantially rebuilt organism: large explorable levels, multiple characters who each play like entirely different games, sub-contract challenge stages, and boss fights with genuine choreography.
The market positioning is shrewd. We’re in the middle of a nostalgia arbitrage window — Mega Man homage and Alien Hominid revival are both selling points right now, and Contract Rush DX sits at the intersection with an authenticity the AAA-adjacent imitators can’t fake. The hand-drawn art isn’t rendered in a “Flash style”; it is the style, made by people who lived in it. That distinction matters. At a modest indie price point with Steam Achievements, Trading Cards, and Cloud saves, this is a package with real substance behind the nostalgia.
It is also, unapologetically, a hard game. More on whether that’s a feature or a bug below.
Key features
- Character-as-genre design: Every playable character is a different action game — some are pure shoot-‘em-up, some are melee brawlers. Switching characters isn’t cosmetic; it’s a strategic key to cracking difficult levels.
- Contract / Sub-Contract structure: Large main stages with exploration, secrets, and NPC encounters, plus bite-sized Sub-Contract challenges with star ratings that feed back into rewards.
- Power-up stacking: Speed boosts, spread shot, fire-rate increases — pickups that transform a loadout mid-run and set up the massive end-of-level boss fights.
- Hand-animated everything: Sharp, bold, cartoony visuals with 2000s flash-cartoon sensibilities and generous cartoon violence. No stock asset libraries anywhere.
Analysis
The Gameplay Loop
The core loop is classic run-and-gun: enter a Contract, fight through, grab power-ups, kill the boss, get paid (metaphorically or otherwise). What makes it work is the friction between characters and content. Because each character plays like a different game, a level that walls one player as the gunner might dissolve for the melee specialist. This is a genuinely smart design decision — it converts difficulty from a wall into a puzzle. Cuphead-style “git gud” stubbornness is one option; loadout flexibility is the other. That second option is why this game will be finished by more people than its difficulty curve suggests.
The power-up system deserves specific praise. In many run-and-guns, pickups are a health drip. Here they’re transformative — spread shot and fire-rate boosts stack into a snowball that makes a run feel dangerous right before the boss demands every ounce of that power back. It’s the Mega Man X dash-into-escalation rhythm, and it’s tuned well.
The Sub-Contracts are the sleeper feature. Short, objective-varied challenge stages with a 3-star rating system give the game a score-attack skeleton that the main Contracts only gesture at. For players who replay stages for mastery, this is where the hours go. For everyone else, they’re skippable — no onboarding friction forcing anyone through them.
The Friction Points
The game is hard in a way that sometimes tips from “demanding” into “uncommunicative.” The 2000s Flash lineage means some boss telegraphs read as frantic scribble rather than legible pattern. Veterans will adapt in two or three deaths; genre newcomers may hit a wall and bounce. The exploration in large levels is a strength, but signposting for secrets is occasionally cryptic — the game trusts players to poke at things, which is charming until it isn’t.
There’s also the question of length. Five years of development shows in the density of each stage, but the total package is a focused 6–10 hour run, stretched to 20+ if chasing full star ratings. That’s honest value at the price, but don’t expect an epic.
The Character Problem
One honest critique: the “every character is a different game” pitch means some characters are simply better than others in ways the game doesn’t always telegraph. Melee specialists shine in certain Contracts and struggle in others; the strategic switching is great, but the balance isn’t perfectly even. It’s a quirk, not a flaw — and it’s more interesting than uniform balance would be.
Visuals & performance
The hand-drawn animation is the headline, and it holds up. Every frame has weight — squash and stretch, smear frames on big attacks, that specific elastic timing Flash animators perfected. The bold, high-contrast palette reads cleanly even when the screen is full of bullets, which is a harder technical achievement than it sounds for a game this chaotic. And a 2D game of this scope is light on hardware, so performance concerns should be minimal. The UI is functional and arcade-flavored, if not especially inventive — menus do their job and get out of the way, which is exactly right for this genre.
Platform nuances
On Steam, this is the fullest version of the package: keyboard controls are tight, the recommended gamepad support suits the twitch inputs the bosses demand, and Cloud saves mean star-hunting progresses across machines. Trading Cards and Achievements are appropriately nostalgic garnish. There’s nothing platform-specific to complain about — though this is a game that would beg for a Switch port, given its pick-up-and-put-down Sub-Contract structure.
Final verdict
Contract Rush DX is what happens when developers refuse to let their childhood medium die quietly. Figburn and Melon took a Flash game from a dead platform and spent five years making it worthy of permanence — and largely succeeded. The difficulty will thin the herd, the balance wobbles in places, and the campaign runs short. But the character-swapping strategy is clever, the art is the real thing, and the whole package radiates the kind of conviction money can’t commission. We recommend it to the right audience: action veterans with patience for its rough edges.
Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review