Starship Survivor is a VR game built from the ground up to deliver free-moving, exciting action combat gameplay with elements of strategy and tower defense. Set in an alien-type thriller environment with dark rooms, your mission is to restore power to the very ship that turned against you.
User reviews:
Mixed (12 reviews) - 66% of the 12 user reviews for this game are positive.
Release Date: Dec 23, 2016

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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?

“Early access really helps us to make a game for YOU. Your feedback is phenomenal. We are a small indie game developer and VR is an emerging gaming category where innovation is important. Having you be part of our community helps us make the game as good as possible. Our main goal is to make a game that is fun and replayable.”

Approximately how long will this game be in Early Access?

“We're aiming to have the full version of Starship Survivor ready as soon as possible. We want to leverage the early access period to gather feedback and perfect the gameplay mechanics. Our core mission is to make the game balanced, challenging and fun first. At the same time, we want to complete our sci-fi universe and tell a story worth sharing.”

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

“The full version of the game will feature the campaign / story mode, in which the player is able to activate time jumping portals and make decisions that will impact the outcome of the game.

We also plan to add more intelligence to the game. For example, controlling certain rooms of the starship will yield specific bonuses to your character, defenses, and weapons.”

What is the current state of the Early Access version?

“We have our basic procedural level generator completed, with weapons and towers. We completed our resource management model and allow the powering up of rooms, placing and upgrading towers.

We have our first 4 monsters in the game and are tweaking the difficulty.”

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

“All early access buyers will automatically get the full product value of the final release price. You will also get the full game on release.”

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

“The main hub for community engagement will be the Steam community. Also, please check our website and email us at with direct questions.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (6)

January 12

Patch Notes 01/12/17 - Jump, Dash & Bullet Time!

Greetings Survivors,

I am pleased to share this week's patch update with you.

The big news in this patch is the new movement system beta. It has a significant impact on gameplay, so we won't make it default until we confirm that this type of locomotion system is what players prefer. We look forward to your test feedback. We've worked very hard on this locomotion system for the past three weeks, so this patch is a very significant release.

Please read these patch notes carefully.

==> To try the beta movement, use the options screen. <==

There are no in-game instructions yet; please read the patch notes for instructions:


1. Two basic teleportation types: Dash and Jump

2. Dashing translates Player straight to chosen destination

3. Jumping translates Player along teleportation arc

4. Player chooses teleportation destination using arc, visually extending from the hand performing the movement. The curve tilt can be controlled by rotating hand along its roll axis.

5. Teleportation requires Energy which fills up automatically. Energy is needed to perform Dash/Jump and is lost continuously when the player starts to use the teleporter. Also, Dashing/Jumping instantaneously depletes some of the Energy

6. You can activate Bullet time in Dashing/Jumping, which after some period slows everything for a brief moment.

7. Teleporter destination is snapped to the ground when it collides with an obstacle at a height not higher than headset height. While Dashing/Jumping, no collision detection is performed.

8. Teleporter is enabled by pressing forward on thumbpad, releasing forward button starts Dashing/Jumping or cancels it if the destination is invalid or energy is too low. By pressing the grip button when teleporter is enabled, a Player can perform Bullet Dash/Jump.


Bug Fixes:

- Returning from Steam menu no longer freezes hands in the game.
- Towers no longer stop shooting after some time
- Monsters no longer get stuck in a doorway occasionally and are correctly removed after dying
- Further fixes to volume levels in Tutorial level 2


- Removed middle finger from main menu

Coming to Starship Survivor:

- Blood impact effects for monsters!
- We've made steady progress on other long-term objectives for new content, which we'll share with you in the coming weeks.

We hope you enjoy this week's patch. Please share your experience with us!

Alexander De Ridder

1 comments Read more

January 6

Patch Notes 01/06/16 - League of Scary!

Greetings Survivors,

We are happy to let you know that we’ve uploaded our new patch!

This patch is Scary because we've added more suspense to the game this week, the game got quite a bit darker, slower paced and less predictable.

We also took a few cues from League Of Legends because power stations are like inhibitors - they cause more monsters to spawn, and towers and monsters now have health bars.

It’s an exciting update with tons of new stuff. You may notice that a lot of the updates are directly related to player feedback we’ve received. That’s because we value your opinion more than anything. We make this game for you, so keep sharing your experience with us: you are making a real impact!

Patch Notes:


- We fixed the volume in stage 2
- We balanced the monster spawning speed in stage 2
- Balanced weapon cooldown
- Visual Aids linger on four extra seconds before disappearing


- New SCARY MONSTER spawn method!

A Scary Monster will sneak up on you every few minutes. A Scary Monster is a monster that spawns apart from the regular spawn systems, has increased movement speed, and most importantly: no movement sounds so you don't hear it coming.

- Monsters now have hostile health bars. You will be able to plan your attacks better.

- Monster attack logic updated

Monsters prioritize attacking the closest target between players and towers, if there is no player in the room, it will prioritize attacking towers over power switches. Monsters sometimes attack power switches, but never when there is a player in the room or towers. When the power switch dies, a room will go dark again.

- Ranged Crawler steals crystals

It’s now actively on the hunt for crystals and will continue while it’s not under attack. To protect a room while you’re not there, you’ll need a tower!

- Principal monster spawn timer adjusted (slowed down)
- Monsters spawn from different rooms to make them less predictable


- Added shotgun to normal levels
- Each weapon from the weapon manager should be spawned once in the level
- Weapon cooldowns are now more forgiving, especially in the tutorial.


- Towers and Power Switches now have more HP to defend against monsters
- Towers and Power Switches now have friendly health bars.
- Tower upgrades increase max HP
- Towers and Power Switches now Regenerate HP
- Towers rotate faster to target
- Towers deal less damage

We will continue to balance these stats in future patches. It’s entirely possible that some stats in the game will be OP this week.


Our goal was to make the game more suspenseful. Ultimately we want to find the perfect balance between a Space Thriller and Tower Defense game, which will be our unique niche of gameplay to set us apart from all other shooters in the store.

- Rooms are even darker now before lights are turned on … scary!
- Monsters are coming from different rooms … scarier!
- New Scary Monster Update, Silent, and Faster … scariest!


- The middle finger is gone inside the game and tutorial. Early Access players will fondly remember this trivia one day. We didn’t have enough time to get it out of the menu.
- We added Achievements
- Improved: “Sometimes players spawn on the cryogenic capsule and can't teleport until making a few steps out of it.”
- Improved: “Boxes are too low on the floor, it would be nice to have them on some table or something so I would not have to crouch to get them.” – We added tables.


- Fixed: “I wasn't able to finish tutorial because next to one light switch (that was previous on) appeared some flashy purple point, the switch turn off, and I can’t turn it on again.”
- Fixed: “On few monitor screens on walls I saw a weird pink box.”

- NOT FIXED: Hands still stop tracking after returning from Steam menu. I know this bug affected some of you and I’ve promised a fix, so we will issue a hotfix early in the workweek. Thanks for your patience.


We have decided how we’re going to roll this out. It’s a tremendous update to the game, so we want to roll this out only after going through the right stages.

- In today’s patch, you’ll find an options menu where you can choose to try a movement system by pointing your controller instead of your head. This is a TEMPORARY release until we get you the full-blown movement system we’ve worked on all week. We don’t like this movement by hand too much ourselves, but giving you options is a good thing. The new movement system we’re working on is entirely better and different, so today's addition is temporary.

- Next week we’ll finish merging our full-blown new movement code into the game, and just like in this patch, we will make it available as an option in the menu. We’ll then let you try it and give feedback until we are completely satisfied. We are a little sad because Daniel had PC issues and we couldn’t finish merging his code in time today, but we’ll add it early next week, so you won’t have to wait so long.

- After we are completely satisfied that everyone loves the new movement system, we’ll make it the default and update our tutorials. The new movement system will be available in the options menu for those who care about it, but we will take all the time needed to ensure it’s perfect before making it the new default.


Next week we’ll continue to work on the movement system and update all our monsters with new sounds (over 30). We’ll also keep working on our new room designs. You’ll also get a hotfix patch early in the week with some of the stuff we couldn’t get out today.

We hope you enjoy the new content and gameplay options we've added to the game this week. We don't expect it all to be perfectly balanced, so make sure to raise your voice in the discussion forum. We'll look forward to hearing your experiences!

It's extremely exciting to create a unique game for VR. Starship Survivor represents a dream and a vision. We are making the game we wanted to play but couldn't buy. For the first time in human history, a game like this is possible. Thanks from the entire development team for your support, we really appreciate it.

Alexander De Ridder

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About This Game

Starship Survivor is a free moving, unique strategic action shooter game with resource management, tower defense, and arcade elements.

Aboard the starship Ouroboros you wake up from cryogenic sleep. As the sole ex-Consortium crewmember, you were not injected with the test of loyalty serum. Your friends were not so lucky. The active virus in the serum mutated and transformed them into abhorrent monsters. The ship has turned against you. Your mission? Travel to the event horizon and leverage the crystal power source to go back in time to before the tragic events that killed your family.

While you were asleep, monsters consumed your ship's energy source, a crystal of legendary origin. As you wake up from cryogenic sleep, you find yourself in a ship where nothing is as you remember. Monsters will spawn in the darkness and attempt to attack you and your defenses until you manage to restore power to the entire ship.

As you navigate through the many rooms in your ship, you will unlock new weapons and defensive structures. You will be able to build & upgrade towers to help defend rooms that you have already reclaimed. As you amass more crystals, you have to continually choose between stronger weapons or building defenses.

Your decisions matter: turning the lights on too quickly, and you will get overrun, but without power, you will be left in the darkness. Your defensive structures won't work and are left to your flashlight and your keen sense of hearing when monsters creep up on you.

Starship Survivor is not a wave shooter. Each game features unique procedurally generated levels which are yours to explore. Starship Survivor is equal parts shooter and strategy. Rooms are dark, and it's up to you to restore power to the ship, build defensive structures and upgrade your weapons. The closer you are to your goal, the fiercer your opponents become. They will steal your crystals and weaken you.

Built from the ground up for virtual reality, Starship Survivor is a suspenseful shooter which will immerse you in an action-packed experience you will not forget quickly.

Cool Features:
- Big levels with free movement - NOT a wave shooter
- Gather crystals and spend them!
- Unlock various weapons and upgrade them with crystals
- Suspenseful monsters. Darkness. Hear Footsteps. Sneaking up on you or attack in groups.
- Unlock and build a variety of towers and weapons to defend the rooms you have conquered
- Time travel generates new spaceship layouts through procedural algorithms, making each game a unique challenge
- Monsters will try to destroy your defenses and reclaim rooms

System Requirements

    • OS: Windows® 7/8/10
    • Processor: Intel i5
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 760
    • DirectX: Version 11
    • Storage: 3 GB available space
    • OS: Windows® 10
    • Processor: Intel i7
    • Memory: 8 MB RAM
    • Graphics: NVIDIA GeForce GTX 970
    • DirectX: Version 11
    • Storage: 3 GB available space
Customer reviews Learn More
Mixed (12 reviews)
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