Answer the call to fight the HORDE! Master full fast-paced tactical space combat with dynamic missions, coordinated enemy squadrons, fantastical weapons and deep ship upgrades. Fight through hostile space in with battlefield hazards, adaptive enemies, alone, in co-op or bots with up to 4 players!

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Early Access Game

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

Note: Games in Early Access are 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

Leaving Early Access: Q4 2026

What the developers have to say:

Why Early Access?

“Horde Beyond is already playable, but 6DOF space combat depends heavily on real player feedback, especially on flight feel, weapon balance, mission pacing, multiplayer stability, and enemy behavior which all improve fastest with a wider group of players. Early Access gives us a practical way to keep developing the game with the community while the core combat, progression, missions, and multiplayer systems are playable.”

Approximately how long will this game be in Early Access?

“We are currently planning for roughly 3-6 months in Early Access. That timeline may change depending on player feedback, multiplayer scaling, balance tweaking, and how much additional mission and progression polish makes sense before a full release.”

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

“We plan to expand and polish the mission-driven survival experience around the systems already in the game. Areas we expect to focus on include new weapons, chassis, abilities and enemies, tactical AI tuning and combat polish, improved visuals, more mission content built on the existing mission director framework, custom mission creator, as well as mission scoring and rewards.”

What is the current state of the Early Access version?

“The current version includes full 6DOF space flight, server-authoritative multiplayer, Steam lobby, survival mission content, gameplay progression, ship chassis, upgrades, abilities, bot players, a large enemy roster, dynamic music, rebindable controls, and extensive HUD and options tooling.”

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

“We plan to price the Early Access version to reflect the current playable build. As the game gains more content, polish, and stability, we may raise the base price over time or around the full release. Any planned price changes will be communicated clearly in advance.”

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

“We plan to use Steam Discussions, patch notes, update posts, and focused playtest feedback to guide development priorities. We are especially interested in feedback on flight feel, control comfort, mission pacing, weapon and chassis balance, enemy difficulty, tutorial clarity, and performance. We also plan to share development updates and use player reports to prioritize fixes, tuning passes, and quality-of-life improvements.”
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About This Game

THE HORDE IS ALREADY HERE. WE NEED PILOTS.

Past the last friendly beacon, the void stopped being empty. It filled with THEM - fast, unrelenting, organized. They don't retreat. They don't negotiate. They come in waves, and every sector they take is one we can't get back.

That's where you come in...

Take the stick - strafe, roll, boost, and dodge through a full 360 degrees. There is no front line out here. Threats come from above, below, behind; the pilots who make it home are the ones who read the battlefield and move before it moves on them. Positioning wins fights. Velocity keeps you alive. Hesitation gets you cored.

Fly it your way. Lock into heavy handling to push an opening, or open the throttle and let momentum carry you into the fray - in this sim-edged engine, every turn is a decision. The Horde won't fight the same way twice. Neither should you.

And they're not cannon fodder. You'll face coordinated squadrons that hunt with purpose: interceptors that flank, carriers that deploy, support that keeps the pack alive, cloaked craft you'll never see coming, deflector arrays that shrug off your best shot.

Every enemy you put down bleeds power cores. Pour them straight back into your hull, mid-fight - hotter weapons, harder shields, longer boost, faster dodge. Nobody's coming to refit you. You are the refit.

Fly solo. Fly co-op with up to three of your own, human or bot. Just fly, pilot - the Horde is counting.

The Horde is beyond. So are you.

WOULD YOU LIKE TO KNOW MORE? - MISSION BRIEFING

  • TOTAL CONTROL OF THE VOID: True six-degrees-of-freedom flight - thrust, pitch, yaw, and roll on every axis, no rails and no wheels. Snap into tight arcade handling or shift to a heavier, momentum-driven sim profile, and fly the way the fight demands.

  • AN ENEMY THAT THINKS: 20+ distinct enemy archetypes - Beamers, Shrouders, Reflectors, Mine Layers, Conductors and worse - each with its own role and tells. A fleet-level tactical AI reads the battle and re-coordinates the swarm against you in real time. Learn them or feed them.

  • THE BATTLEFIELD FIGHTS BACK: The map is a combatant too. Hazard zones bloom mid-engagement, environmental threats carve up the arena, and objectives move while you're still under fire. No fight ends where it began.

  • REFIT UNDER FIRE: Salvaged power cores buy a full progression tree - weapons, shields, and mobility, sure, but also hull plating, swappable chassis frames, and active combat abilities. Spend on the spot and fly out deadlier than you flew in.

  • NO TWO SORTIES THE SAME: A dynamic mission director reshuffles objectives, spawns, and hazards every run, then throws the whole enemy roster at you in new combinations. Come back sharper. Come back deadlier.

  • STAND TOGETHER: Up to four-player drop-in co-op - and when the squad runs short, combat-capable bot wingmen take the empty seats. The Horde is endless. Good company isn't.

FINISH THE FIGHT - WE DON'T HAVE A CHOICE!

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Code review and optimization; Some texture/sample generation

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5 6th Gen / AMD Ryzen 5+
    • Memory: 8 GB RAM
    • Graphics: Dedicated Graphics, GeForce 10XX+, RX 5XXX+
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: DirectX compatible
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i7 12th Gen / AMD Ryzen 7+
    • Memory: 16 GB RAM
    • Graphics: Dedicated Graphics, GeForce 20XX+, RX 6XXX+
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: DirectX compatible
    Minimum:
    • Processor: Intel Core i5 6th Gen / AMD Ryzen 5+
    • Memory: 8 GB RAM
    • Graphics: Dedicated Graphics, GeForce 10XX+, RX 5XXX+
    • Storage: 4 GB available space
    • Sound Card: ALSA / PulseAudio compatible
    Recommended:
    • Processor: Intel Core i7 12th Gen / AMD Ryzen 7+
    • Memory: 16 GB RAM
    • Graphics: Dedicated Graphics, GeForce 20XX+, RX 6XXX+
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: ALSA / PulseAudio compatible
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