A difficult, 1980's inspired permadeath rogue-lite where every play through is different. Trade, gamble, and fight your way through progressively challenging levels. Increase the power of your weapon by collecting parts that merge to give new and unique properties.
All Reviews:
Very Positive (196) - 97% of the 196 user reviews for this game are positive.
Release Date:
Aug 30, 2017

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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?

“While the game is mostly complete, it would benefit greatly from feedback from the community on balance, features and content before final release.”

Approximately how long will this game be in Early Access?

“Anywhere from 2-5 months.”

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

“More content (enemies, machines...) as well as a more balanced game experience.”

What is the current state of the Early Access version?

“The game is fully playable, start to finish, but perhaps lacking in content, balance and some polish.”

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

“The price may raise during Early Access and will be raised upon final release.”

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

“I'm excited to hear from the community and plan on listening to suggestions and critiques.”
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Recent updates View all (6)

February 8

Update 4: Hell Mode!

Update 4 adds a new, much more difficult game mode called Hell Mode.

The mode changes all enemies (including the boss) to make them significantly more deadly and includes 7 new music tracks by Adam Alake. The new mode is unlocked after all 5 of the current Modifiers have been unlocked (but not necessarily enabled). This mode is the way I always envisioned Null Vector. It's hard, and with all of the current modifiers enabled it absolutely kicks my ass... Which is awesome.

There have also been a few balance tweaks to the weapons. The biggest change is Rockets now explode once per level when combined with Piercing or Ricochet. This means Rocket + (Ricochet or Pierce) explodes once, and then the projectile converts back into a standard bullet. Upgrading Rocket to Rocket II would explode on both the first impact as well as the final impact. This reduces the previous OP nature of the Rocket part and gives reason to upgrade rockets past level 1.

Finally, there's been a handful of minor balance tweaks to most loot tables (too small and too many to mention on the change log) as well as a few handfuls of polish tweaks to audio, the menus, and game play. Check the full change log below for more info.

Hope you enjoy the new update! Get in touch on the discussion boards and let me know what you think!

Also special thanks to everyone who has already contributed on the discussion board: Osiluss, d e a t h, plaguetonic themes, Recruit™, to name a few for the great feedback and suggestions!

- Alex (Optical Override)

And if you want earlier updates on development or just hear me talk about stuff, you can follow me on Twitter @OpticalOverride

Full Change Log:

- Hell Mode: similar to the standard mode, but all enemies and the boss have been rebuilt and/or rebalanced to make them significantly harder
- All new music by Adam Alake for Hell Mode (7 new tracks)
- New high score tables for both 1 and 2 player Hell Mode
- New main menu intro

- Weapon property: Rocket level now corresponds to the number of times a projectile can explode (ex: Rocket + Ricochet now results in only 1 explosion on first impact, Rocket II + Ricochet results in 2 explosions)
- Parts: Damage max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: Rocket max level per part is 2
- Parts: Ricochet max level per part is 1 (part no longer upgradeable, must find additional parts to upgrade)
- Parts: enemies killed by Bots don't produce any projectiles on death
- Parts: Laser Bot is now much more accurate (it was kind of a bug, but it changes the balance significantly)
- Machines: any machine (not just the Mechanic machine) may or may not spawn in the first room
- Machines: Radar machine can now only "find" a machine that doesn't currently exist on the map (machines that have been used/exploded can have another machine of that type "found")
- Machines: small adjustments to the starting machines table on all sectors (Radars slightly more likely, Converters slightly less likely, etc.)
- Boss: reduced the attack delay between the boss landing and firing

Additional Changes:
- Audio: sound effect for the Roulette machine
- Audio: sound effect when crushing parts
- Audio: sound effect for purchasing items from the Converter and Exchange machines
- Audio: sound effect for Exchange machine re-rolling
- Audio: sound effect for the Radar machine
- Audio: quieter impact and laser sounds for the boss (hell mode and standard)
- Input: Pause button (Escape key on keyboard, Start on controller) on main menu navigates back like the Cancel button (Q key on keyboard, B button on Xbox controller)
- Misc.: 2x score multiplier now pauses when Boss is unable to be attacked
- Misc.: +2 HP pickup now pulses red/white, making it easier to differentiate from a +1 HP pickup
- Misc.: removed Overheat from the Pause->Weapon Stats page (no longer a possible weapon property)
- Misc.: added Pierce level to the Pause->Weapon Stats page
- Misc.: Converter now drops purchased items near the machine rather than the middle of the room
- Misc.: added analytics data collection (just anonymous progression data such as sector completes, score, etc.)

Bug Fixes:
- a rare bug that could produce glitchy results (frozen bullets) when completing a Collect challenge room
- a rare-ish bug that could score enemy kills multiple times (including the boss, resulting in multiple 1,000 point rewards)
- can no longer purchase an item or re-roll as the Exchange machine is still re-rolling
3 comments Read more

December 7, 2017

Update 3: Two Player Co-op!

Update 3 adds a local two player co-op mode, better support for 'generic' dual analog controllers, as well as some balance and bug fixes for the single player mode. The full change log is at the bottom of this post.

Overall the most exciting addition in this update is the two player co-op. It's still fairly early in development for this mode, so please let me know in the discussion board what you think! Player 1 controls the standard ship, while player 2 directly controls a helper bot. After completing each sector, player 2 is allowed to upgrade their weapon. Player 2 also has the unique option of using "Abilities", which are recharge-able weapons that can be used while enemies are present. Abilities can be chosen and upgraded after completing a sector.

The Overheat property has been removed in Update 3. In testing the property worked well, but thanks to substantial feedback since Update 2 it's clear that complicating the simple, old-school firing system just isn't fun. Instead, parts that granted Overheat before (Homing Shot and Multi-Shot) visually pulse red and white and reduce the player's max HP by 1 upon pickup. I think this does a much better job of balancing these two powerful parts without complicating the simple and fun firing mechanics. Thanks for the feedback everyone!

The Radar machine now simply shows 1 hidden machine in the sector for 2 crystals and Nanobots are now a much more effective option against the final boss.

I've also implemented a new input system that should allow better controller support for almost any controller with dual analog sticks.

Enjoy the update!
- Alex (Optical Override)

Full Change Log:

- 2 Player mode added (local co-op game mode)
- 2 Player high score table (press Interact key when viewing the Scores in the main menu to toggle viewing 1P/2P scores)
- Some parts remove Max HP upon pickup, shown by parts that pulse red/white (Max HP is regained when dropping the part)

- Weapon property: removed Overheat (Homing Shot and Multi-Shot no longer grant Overheat)
- Parts: removed Heat Sink (because Overheat is gone, may come back later)
- Parts: Multi-Shot part now lowers Max HP by 1
- Parts: Multi-Shot also lowers Fire Rate by 1
- Parts: Multi-Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Homing Shot part now lowers Max HP by 1 (same as Multi-Shot)
- Parts: Homing Shot now only lowers Fire Rate by 1 (instead of 2)
- Parts: Homing Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Nanobots now have a small chance to spawn when hitting an enemy (not just by killing them)
- Parts: Nanobots can attack the boss
- Parts: Nanobots also have a slightly lower chance of spawning upon killing an enemy
- Machines: Radar machine now just reveals a new, "hidden" machine in the sector (costs 2 crystals)
- Machines: Radar machine no longer guaranteed to spawn after Sector 1 (chance of spawning in any sector)

Additional Changes:
- indirect support for generic, "dual analog" controllers through Rewired v1.1.7.8 (Steam Controller not directly supported at this time)
- the collectibles in the "Collect" challenge rooms now pulse in size, hopefully making them visually more obvious

Bug Fixes:
- pickups (like crystals and HP) will now reset their position to the center of the room if they get "stuck" on top of obstacles
- the enemies that split from the splitting followers in sector 6 won't persist after completing a collect challenge room
6 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

About This Game

A difficult, 1980's inspired permadeath rogue-lite where every play through is different. Trade, gamble, and fight your way through progressively challenging levels. Increase the power of your weapon by collecting parts that merge to give new and unique properties.

  • all weapon parts "stack", allowing thousands of unique combinations
  • custom music and sound effects by Adam Alake
  • every level is randomly generated, no two play throughs are the same
  • use "machines" such as the Exchange to get random trade deals or the Radar to reveal hidden information
  • scoring system and a local high score table to challenge yourself or your friends

*While the game can be played on a keyboard, a gamepad is highly recommended for the best experience. Supports the Xbox One, Xbox 360 and PS4 controllers.

Null Vector is created by ALEX MIELE, LLC

System Requirements

    • OS: Windows 7, Windows 8.1, Windows 10
    • Processor: i3 3110M
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 670MX, Intel HD Graphics 4000
    • Storage: 500 MB available space
    • Additional Notes: If the game is running slowly, be sure to run the game on "Low" quality level and the lowest resolution by using the configuration menu after startup. (TIP: use F1 while playing to toggle frame rate display). Also, the game is currently only tested with 60 Hz monitors. Any other refresh rate may give strange results.
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