SPAERA is a head-to-head puzzle fighting game, using an unique match-3 cascading mechanic as its core system. The world of SPAERA is heavily inspired by characters, gameplay and themes from games that we loved to play as we were growing up.
User reviews:
6 user reviews - Need more user reviews to generate a score
Release Date: Sep 13, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Having already done two small betas, we would like to present our game to a wider audience with greater visibility, so that we could have more data points to help tweak character balance and gather feedback, but still with the time and flexibility to make changes before the full release.”

Approximately how long will this game be in Early Access?

“We are expecting our game to be in early access for around 3-6 months depending on how smoothly things go and the feedback we gather. Of course, if feedback determines that we need to make significant changes to the game, early access may last longer.”

How is the full version planned to differ from the Early Access version?

“We plan the full version to have:

  • All 8 characters will be playable.
  • Leader board rankings for online play.
  • Single player story mode with a boss character to fight against, and individual character endings.
  • Unranked online lobbies where around 2-8 players can queue up and spectate the current match.
  • Smarter AI in single player mode, with difficulty settings.
  • A tutorial to help introduce new players to the game.
  • More fit and finish polishing, and maybe dynamic lighting for the graphics.

After the initial version is released, we hope to continue work to add features including:

  • Character skins / colorings
  • Players customizations, such as customizable blocks
  • More playable characters.

What is the current state of the Early Access version?

“The early access version will have:
  • Online multiplayer with matchmaking and ranking.
  • Online private matches with friends.
  • Single player mode that plays against every character, but does not have a boss match and ending.
  • 6 out of the 8 final characters are playable.
  • 2 player offline versus mode.
  • Key customization
  • Joystick support, but does not have button customization yet.

Will the game be priced differently during and after Early Access?

“We plan to price Early Access at around 2/3 of the final full release price, and gradually raise the price as we approach full release while features are added.”

How are you planning on involving the Community in your development process?

“In addition to monitoring feedback from the community via forums and our Discord chat channel, we plan on holding discussion topics for our community to discuss, as well as gathering data from player matches to analyze character balance and changes that need to be made.

As we have already been doing with our Beta, we take and experiment with feedback and ideas from the community, and more ambitious suggestions are taken note to maybe try in a future iteration. They have ranged from bug fixes, to system changes, character balance, to future character ideas.”
Read more

Buy Spaera


Recent updates View all (10)

March 21

Incoming Updates

Hello Spaera Fans,

Spaera updates have gone a little silent since the beginning of 2017. As mentioned in the New Year's update, we've been experimenting with various system changes as we are still not completely satisfied with the current feel of the game. On top of tweaking game mechanics, we've also been busy cleaning out bugs and preparing the game for the full Steam launch.

Before summarizing what changes we are considering, we must first discuss the issues we are addressing. After shifting the whole game to a cascading combo and match-3 system last year, we've been in a constant struggle to balance the pacing of the game, along with defining clear advantages that players can achieve through skill.

Endgame Survival

The glaring problem to us was that it's rather inconsistent to cleanly finish your opponent, unless you're using a character such as Joseph or Rafael. Over the course of the year, we ended up adding a lot of game mechanics to try to fix this problem. Despite mitigating the issue, we didn't like the direction the game took. Most of the time, winning in end game situations still felt more like the other player accidentally died rather than due to something you proactively did.

After some rethinking, experimenting, and analysis, we identified the main culprit of the problem. To retain the spirit of Spaera Beta 1, we tried to inherit many of Beta 1 mechanics, and unfortunately some didn't fit quite well with our current system. Specifically, there was a mechanic such that when a player's board was filled to the top, the player would survive as long as a clear was made. In Beta 1, this increased the chances of a comeback, but survival at the top was still difficult with an opponent applying pressure. This is problematic for Spaera's current system because matching 3 to clear even when you are at the top of the board is common and trivial, degenerating the end of each match to an attrition of matching any 3 to survive since excess blocks will be cropped.

Panic time color blocks, green blocks being more rare, inherently difficult to use pieces, etc. were all design decisions to make it more difficult to survive near the end of each match. The problem is, death felt random. This has strayed from our idea of marrying fighting and puzzle games. Losing should occur because your opponent made a better move or you made a big mistake. Likewise, winning should be because you made less mistakes or made a critical move against your opponent. We want to bring the game back to these roots.

The most critical change that we have coming for Spaera moving towards a 1.0 release is this:
  • If a player is at the top of the playing field and the next piece overflows in any way, the player has lost.
In other words, no blocks will be cropped even if a player makes a clear at the top. After clearing, if any cascaded block lands outside of the playing field, the match is over. This change has allowed us to roll back some of the more esoteric design decisions we made, which resulted in streamlining the basic game play and pace of Spaera.

As of now, we are revisiting changes and experimenting with things such as increasing or decreasing the number of colors, board dimensions, as well as having more shapes in pieces. Let us know your thoughts and any ideas you'd like us to try, and expect an update with these changes in the near future!

0 comments Read more

December 30, 2016

Happy New Years Patch -

2016 has come close to an end, and we hope everyone has been enjoying the holiday season. With upcoming features such as the tutorial, a training mode, finishing up the story mode, and game mechanics tweaks, 2017 is going to be a big year for us as we target getting Spaera to full release.

This patch is going to be the first of a series of game mechanics changes to address some issues and concerns we have to the current pacing and overall feel of the game. Please be patient with us during the process, as the game will often be a bit broken in terms of character balance. The main feedback we are looking for right now is your thoughts on whether the new mechanics look and feel fun.


Chain Multipliers
Previously, while clearing and making fancy chains feel good, they have not been very rewarding. In particular, they don't do anything more than doing multiple small, separate clears, yet take more time and thinking to set up.

At the moment, a line is sent to the opponent for every 12 blocks you clear. Chain Multipliers increase the number of blocks counted by 0.5x for every additional chain.

For example, a 3-clear cascaded into a 8-clear, and then into an 11-clear would count as:

1 * 3 = 3
1.5 * 8 = 12
2 * 11 = 22

For a total of 37 blocks being counted, resulting in 3 lines for attacking. Compared to the previous patch, this would've been counted as 22 blocks and only added 1 line to the opponent.

Row Tweaks
One of the concerns we have is that matches are lasting too long when a player is at the top. Even though we like having comeback potential in matches, we'd like to make them less frequent. In order to do this, we are planning to tweak the patterns of lines added to opponents, and for this patch, we are making the patterns a bit more random as a start.

UI Polishing and Minor Changes
We've brushed up some of the UIs and changed the wording on the text of XX blocks cleared to XX hits to represent how much damage the player is actually doing after multipliers.

We are looking to further tune our UI to make it more clear as to how many more blocks are needed to send a line, and what the exact multiplier is for a certain clear.

Bug Fixes
  • Fixed bug where the game crashes after playing a certain number of matches.
  • Fixed bug where using a Rafael spell would sometimes make deck pieces disappear.
  • Fixed clearing animation bugs involving Rafael's Skyward Cadenza.
  • Fixed bug where acquiring an Orb via the Orb meter did not trigger an orb acquired sound effect.
  • Fixed a bug where sending to a Private Match invite to a player on the Title Screen would put the inviter's game in a weird state that prevents the player from playing online.
  • Misc. bug fixes.

Known Issues
  • Non-English Steam Names are not showing up since international font isn't supported yet
    There is currently a temporary fix to strip the foreign characters away from the name, but we do intend to support the display of foreign characters.

  • The Spaera Client still needs some performance tweaks.
    While we've made improvements on performance, performance improvement is always something we feel we can do better. If you are seeing performance issues and/or sluggishness, please let us know.

  • Panic text sometimes goes behind the board if it shows up during a magic spell.

  • There are still some unexpected graphical glitches here and there.
    We fixed even more of them this patch, but if you still see any glitches, please report them. We'd like to make sure we don't miss any of them!

As always, if new bugs are found, Please report them to the Steam Spaera Discussion Page!

And one more thing
Keep an eye out for your orbs! Rumor has it that a certain someone has begun to show up and snatch orbs from players!

Thanks to @MrSmileAlot for the Tsubaki art!

3 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

SPAERA is a head-to-head puzzle fighting game, using an unique match-3 cascading mechanic as its core system. The world of SPAERA is heavily inspired by characters, gameplay and themes from games that we loved to play as we were growing up. We've created a roster of eight original characters that you can select, each with his or her own individual story. Players can battle the computer in the game's campaign mode, or against live opponents in local and online matchmaking.


Players choose a unique character as their avatar, each with four of their own unique spells that can vary from Attack types to Protection types. Once the game begins, Players receive a continuous stream of puzzle pieces that are arranged in different color and shape configurations. Players are then tasked to match 3 or more of the same color blocks in order to trigger a clearing response. When clearing is initiated, any color on the active puzzle piece that is not the same colors as the cleared ones will cascade downwards on the board, enabling setups for complex combos and chains. There is also a power meter that will increase as you clear blocks or obtain and clear special block types that enable the player to issue magic spells to either support their own board or attack their opponent. The first person to force their opponent to have nowhere else to place their puzzle piece wins the match.


Our lead artist and his team are amazing. Seriously, check out the screenshots for yourselves. All graphics and animations were hand drawn! We like to think of SPAERA as something that everyone can enjoy; it's pretty easy to pick up, but you can add a lot of depth to your strategy. In many ways, SPAERA represents a mashup of a lot of the games that we love: games that you can just pick up and play by yourself or with friends without too much fuss. It's fun, quick, and easy, just like a favorite snack. Head-To-Head multiplayer with server supported Matchmaking, Ranks, and Ladders enables endless fun and depth. We are trying to build a community of people that can be positive and enthusiastic about playing with us and each other, and hopefully help us to continue develop more games that everyone can enjoy.


Blazing Orb is founded by a pair of coders that have always been gamers at heart with huge love for RPGs, platformers, side-scrollers, fighting games, and puzzle-strategy games. SPAERA is our attempt to pay homage to all the influences and good times that we've had growing up playing these games, and hopefully be able to pay forward all the fun to others.

System Requirements

    • OS: Windows 7, 8, or 10
    • Processor: Intel Core 2 Duo E7300
    • Memory: 3 GB RAM
    • Graphics: Intel Integrated HD 4000
    • Sound Card: DirectX compatible soundcard or onboard chipset
    • Network: Broadband Internet connection
Customer reviews Learn More
Review Type

Purchase Type


Display As:

(what is this?)
3 reviews match the filters above
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...