

Vampire Survivors meets bullet hell. One pilot, one ship, hundreds of enemies on screen — and by minute twelve the screen is chaos, but if you picked the right upgrades, the build is doing the work. Build your run Every run starts with a ship choice and an empty arsenal. As you level up, you pick from three weapon branches: Ballistic — fast, precise, scales with crit and pierce Explosive — area damage, knockback, chain detonations Energy — beams, lock-on, energy regen synergies Mix branches for cross-tree synergies, or specialize for runaway scaling. No "best build" — just builds that work this run. Bosses with real mechanics Forget bullet-sponges. Every boss has a kit: tells, weak points, phase transitions, and patterns you'll learn the hard way before you learn them the right way. Bosses appear mid-wave — not as discrete fights but as escalations of the swarm you're already in. Three ships, two meta layers Start with one ship; unlock two more as you play. Between runs, two persistent systems shape your next attempt: Mothership hub — 6+ unlockable upgrades and new functions that change what you can do mid-run Rescuable crew — randomly-spawning rescue capsules let you save crew members who stay with you between runs and give the only permanent ship perks in the game. Skip a rescue at your own peril. Random rolls every run Weapon and passive unlock order shifts per save — different builds available each playthrough Random asteroid field layouts Rescue capsule spawn locations Elite enemy spawn chance — sometimes the elite that piles onto an already-tough enemy ends up harder than the boss Built solo SPACEFIGHTER is a one-developer project — first Steam release. Game design, balancing, level structure, audio direction and final integration are mine. Engine is Kotlin + LibGDX (custom JVM stack), with an original synthwave / electronic soundtrack. I used a modern AI-assisted workflow (Claude Code for codebase, AI tools for a portion of visual assets) to ship this solo — full disclosure in the AI Content section below. At a glance Top-down 2D bullet-heaven / survivors-like ~8 hours to the final boss, then freeplay opens Run length 5–20 min standard, 25–45 min endgame builds Branching upgrade trees with deep synergies Bosses with mechanics, not just HP Two-layer meta-progression Built solo, with transparency about tooling Press kit: Contact: support.spacefighter@gmail.com The game's interface and audio are in English only. Store page is translated for convenience.
Published reviews are public. Sign in to write, vote, or flag.
Sign in to submit your own review.