Sector Six is a side-scrolling, sci-fi shooter with silhouette aesthetic, procedural loot and extensive customization.
All Reviews:
Positive (18) - 100% of the 18 user reviews for this game are positive.
Release Date:
May 1, 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?

“Sector Six has been in development since January 2015. Core features have been implemented and in order to perfect the game, we require player feedback. Aside from feedback, the game needs some funding to be finished, so releasing Sector Six as Early Access is an ideal solution. Sector Six is currently in a late beta stage and with your help it will be improved in every way possible!”

Approximately how long will this game be in Early Access?

“The estimated release of Sector Six is Spring 2018.”

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

“The full game is planned to have new features like legendary parts, mission chains, and boss replaying. Features that are already in game will be expanded. There will be new region missions and new story missions that will lead to an epic culmination - player will have to fight the gigantic Machines. There will be new spaceship parts, abilities for all spaceship classes, colorful parallax backgrounds and improved sound effects. There will be additional language support and a Mac version.
To sum it up, the completed game will have a lot of content that would take many hours to complete and thousands of exciting moments!”

What is the current state of the Early Access version?

“Sector Six is currently in a late beta stage.”

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

“The base price of Sector Six will stay the same after Early Access.”

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

“We will listen to player feedback from Early Access Users and try to include as many ideas as possible. It's not possible to implement all ideas, but the most interesting one will be discussed within the dev team.”
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Recent updates View all (117)

July 11

Possible changes to compressed parts: Need your feedback!

Hi all,

I've been thinking about how to make compressed parts easier to get and make it possible to have super compressed parts.

I have an idea to remove the option to manually make compressed parts and instead make them drop from enemies.

Currently to get compressed parts you need to first get parts you want to compress, then go to the shop, then go to compress mode, then press X on the parts you want to compress and for 5 alloy they will be compressed.

It's overly complicated and causes a lot of problems:

1) It's a lot easier to build big ships than small ones - so players who like smaller hitbox for dodging projectiles are disadvantaged, which is not fair.

2) It costs alloy and currently, it's not possible to dismantle parts in shops, so players get punished for forgetting to bring alloy.

3) The whole compression system lacks tutorial. It means that new players have no idea about compression system and when they find out that it exists, they don't know how it works.

4) Manual compression creates very strange parts! For example, if the player selects generic part first when compressing it with a fractal part, the game will create a compressed generic part. Confusing, inconsistent, etc.

5) Manual compression allows players to create parts with 16 properties, and parts with 16 properties fill the screen with their giant tooltips! It's the main obstacle to making "super compressed" parts, which would allow players to create parts with 32 properties!

I could make improvements to this system - allow players to dismantle parts in shops, add a tutorial for compressing, improve compression interface, rework tooltip system to allow parts with two grades - a lot of work.

The other solution is to make compressed parts appear with the normal parts.

How would that work?

Instead of putting stats of two parts into one part, the game will use the item generator to create compressed parts as they are dropped by enemies.

First, the generator will create a normal, not compressed part.

Then, there will be a 50% chance to turn that part into a compressed part.

If the generator will choose to create a compressed part, the stats of the base part will be multiplied by 2.


Level 1 optimized weapon
0 / 1 amplifier slots
Uses 1 part slot

100 damage relay
Generates 1 ether on kill


Level 1 compressed optimized weapon
0 / 2 amplifier slots
Uses 2 part slots

200 damage relay
Generates 2 ether on kill


Level 1 super compressed optimized weapon
0 / 4 amplifier slots
Uses 4 part slots

400 damage relay
Generates 4 ether on kill

That's right, if I want to, I can allow the generator to multiply part stats by 4, 5, 6, 32, creating ultra compressed parts, ultimate compressed parts, deluxe parts, deluxe enhanced parts, pro parts, and so on!
No limits.

Because base part cannot have more than a set amount of properties, having compressed etalon with 16 properties will become impossible and tooltips will be tamed.

Plus, I won't need to make a tutorial, the whole compress mode mess in shops would cease to exist, new players could instantly start building small ships, and the variety of parts dropped would increase, so it's great.

Obviously, this new system comes with its own problems.

1) Doubled the number of trash parts! If a player wants to build a big spaceship, all the compressed parts player will get from drops will be useless and current plans are to make 50% of parts compressed/super compressed.

2) Players would not be able to make compressed parts manually - goodbye to perfect compressed etalons with +80% damage.

3) The compressed parts would make the game more confusing for new players. With manual compression, new players would only get confused in shops. With all that compression mode mess.

And I think that is all.

I think that's a small price to pay.

Besides, I can implement relic or something that makes only compressed/only normal parts spawn, and don't spawn compressed parts for the new players, so it's just one problem.

I would implement it right away if it were just for me, but I admit that I have no clue what crazy things are you guys doing with the compression system, so before I do any changes, I want to hear what you think.

In other news:

I'm still working on story mission XIV, I'm expecting it to be done within this week. Hopefully, the Release Countdown: 3! is also near.
0 comments Read more

June 22

Sector Six Release Countdown: 4!

Since the last time I have posted, I have made a new introduction and tutorial, loot rework, region select screen, another MDS reward rework, character customization, and...
And something else probably.

The most important of those is, of course, loot rework!

It's very simple - making missions more difficult will make enemies drop more and better parts.
Additionally, drop quality is now influenced by minion power and whether it is modified or not.

For example, modified dreadnought will drop better parts than the normal dreadnought and normal dreadnought will drop better parts than a tank.
There are still a lot of random chances involved, so don't expect this to be true all the time.

Introduction cutscene has been removed, because it was too long and, well, not that good.
Instead of it, there are several dialogue boxes that appear before and after the tutorial.

The tutorial has been shortened as well, so it takes a lot less time to get to the real game.

Region select screen allows to quickly jump from one region to the other, without using arrow buttons.
This is useful to higher level players and it will be even more useful when the Restoration War activity will be added.

Finally, now it's possible to create a custom character for dialogues.
You can change character's name and dialogue appearance.

I'm really happy with the improvements, but not that happy with how fast I've been working.

Unfortunately, ETA has not moved forward much. Now it's at 45 days.
This is because there were several delays and because loot rework was not included in the previous ETA.

Two steps forward, one step back.
This weekend I won't be at home, so that's another delay, but when I'm back, I'll be working on the final story mission and the Machines.
My current estimate is that it'll take 3 weeks, but if I can do it faster, this will bring the release much closer.

Currently, story mission XIV and the Machines are the biggest tasks on the list.

  • Loot rework: Bigger enemies now drop better parts, difficulty level makes enemies drop better parts.
  • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
  • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
  • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
  • Relics.
  • Mission XIII.
  • Rebalanced ability points: 1 ability point per level.
  • Mission XII.
  • Mission XI.
Not completed:
  • Mission XIV.
  • Broken Infinity endgame activity.
  • Restoration War endgame activity.
  • Shared stash in Deep Path to transfer items between player characters.
  • The Machines.
  • New save system.
  • 49 new achievements.
Completed – Minor changes and improvements:
  • Graphically improved loot.
  • Added region select screen and map key.
  • Improved mission overview interface.
  • Improved mission I.
  • Improved mission III.
  • Improved text input.
  • Reworked tutorial.
  • Reworked introduction.
  • Added avatar customization: Name your character and choose how it looks in dialogues.
  • Improved spaceship building interface.
  • Reworked Super Shield ability: Shield lasts 8 seconds and increases armor generated on kill while active.
  • Fixed inventory leak.
  • Adapted backgrounds to screen shaking.
  • Improved dialogue avatars.
  • Improved settings interface.
  • Added button that resets settings to default.
  • Added button that resets controls to default.
  • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards, removed diodes.
  • Reworked Creation of Energy and Channel abilities.
  • Improved achievement interface.
  • Repositioned mission interface.
  • Fixed weapon amplifying.
  • Improved ability bar.
  • Made better ability icons.
  • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
  • Improved ability and effect icons.
  • Improved Kithalia’s Blight set penalty
  • Improved barrager.
  • Toggle XP gain feature has been removed.
  • Improved Sector transition cutscene.
  • Improved pausing.
  • Improved HUD.
  • Improved ability level scaling.
  • Improved item management and filtering.
  • Repositioned item management buttons.
  • Stat page improvements.
  • Virtual and physical weapon clarification and stats.
  • New part properties.
  • Improved part names.
  • Higher grade parts are now more common.
  • Relic dismantling rewards.
  • Parts give less damage reduction and reflect chance.
  • Parts give fewer wave chances.
  • Improved item generator: Now produces more random items.
  • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
  • Fixed story mission X glitch.
  • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
  • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
  • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
  • Renamed Phase to Phasse, to differentiate it from phase mechanic.
  • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
  • Decreased starter part limit to 6.
  • Decreased starter maximum ether to 50.
  • Starter engine now gives less maximum armor.
  • Increased starter ability points to 10.
  • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
  • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
  • Removed filled alloy containers.
  • Corrected W. warning button tooltip.
  • Ability to decrease the level of MDS modifiers even while they are disabled.
  • Fixed engine glitch.
  • Improved missiles that appear when player's spaceship leaves the enemy range.
  • Guardian is now more mobile.
  • Potentially fixed Black Rain projectile problem.
  • Region update flashes are now brighter.
  • Veteran's ballistic attack is now slower.
  • Improved dialogue system graphics.
  • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
  • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
  • Fixed and improved certain set descriptions.
Not completed – Minor changes and improvements:
  • Improve the implemented Machines.
  • Rework certain achievements.
  • Rearrange achievements in the achievement interface.
  • Better default controls.
  • Fix stack buying glitch.
  • Lock modular difficulty system if the player level is lower than 3.
  • Holding shift button to dismantle and sell just one item from the stack.
  • Improve Techamer's cell.
  • Rework loot box.
  • Fix loot box stackable item glitch.
  • Improve siege mission.
  • Improve arena mission.
  • Fix dialogue clash with HUD glitch.
  • Expand dialogue box.
  • Improve shield particles and animations.
  • Intro logo skipping inconsistency.
  • Make Awakening of Inner Power support all missions.
  • Rework contribution system.
  • Improve damage text.
  • Cathode rework.
  • Improve controller support.
  • Optimize.
  • Improve secured regions.
  • Rework evolving mechanic.
  • Replace gauntlet missions.
  • Improve collision system.
  • Add help pages.
  • 45 days.
  • 70% of the tasks completed.
  • I’ll post again when the percentage will reach 80%.
Until then!

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About This Game

Sector Six is a side-scrolling, sci-fi shooter with silhouette aesthetic, procedural loot and extensive customization.

Save the Universe

Enter distant future and join the desperate fight to stop the Eight Machines from destroying everything.
Unleash apocalyptic weapons, break laws of physics, resurrect ravaged dimensions - nothing is impossible in a war of this scale.

Build your spaceship

Build your spaceship from procedural parts, obtained by destroying minions of the Machines and completing missions.
Every part has various properties and can be placed anywhere on the building field, allowing you to customize performance and appearance of your spaceship however you want.

Become master of spaceship combat

Test not just your spaceship, but also your skills as you dodge enemy projectiles and find the right timing to counterattack with your own.
Each enemy brings new attacks, defenses, and strategies to defeat - it’s up to you to hone your combat skills and take them down.

Spaceship part customization and part sets

Combine, upgrade and re-roll parts to create ones that are ideal for your dream spaceship.
If that is not enough, collect set parts to activate game-change set effects and transform your destroyer of invaders into something even more powerful!

Modular difficulty system

Make the game as hard as you want it to be!
Forget "Easy / Medium / Hard" - the modular difficulty system allows you to modify almost every element of the combat and even gives rewards for it.

System Requirements

SteamOS + Linux
    • Processor: 1.2 GHz or better
    • Graphics: 256 MB
    • Storage: 40 MB available space
    • Processor: 1.2 GHz or better
    • Graphics: 256 MB
    • Storage: 40 MB available space
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