Afterwire is a neon-noir isometric horde-survivor ARPG where you aim every attack. Wake in a derelict station adrift in the void, pick one of two levitating war-machines, and carve through rogue-machine hordes across three sealed sectors. Early Access grows the descent beyond it.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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

What the developers have to say:

Why Early Access?

“Afterwire is built by one developer, in the open. Early Access puts the game into players' hands while it is actively growing: feedback from real runs determines balancing, skill synergies, and feature priorities. The public roadmap is updated alongside every major patch. Building this game alongside the community is the best way to craft a deep, atmospheric action RPG.”

Approximately how long will this game be in Early Access?

“Approximately 6 to 9 months. Scope and depth will expand based on player feedback; rather than making fixed date promises, the roadmap clearly communicates upcoming milestones. When the full descent feels complete and polished, the game will transition to 1.0.”

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

“The full release will expand the descent far beyond the starting derelict station: introducing new hostile sectors and void biomes, additional non-humanoid hero chassis, expanded weapon classes, new rogue-machine variants, advanced boss encounters, expanded skill tree canopies, and Steam achievements.”

What is the current state of the Early Access version?

“The Early Access version already ships the complete, polished core loop: the starting world (Sector W4 Cold Laboratory across 3 sealed sectors culminating in the Warden dreadnought encounter), 2 distinct playable heroes (Swarm Core and Glitch Imp), 6 weapons across 5 damage sources, a 29-node passive skill tree, elite and champion affixes, requisition terminal shops, extraction pod mechanics, multi-slot save persistence, fog of war, full controller support with haptic rumble, and full text localization across 6 languages (EN, PL, DE, ES, PT-BR, FR).”

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

“Yes. Early Access is offered at a lower entry price to reward early supporters and testers. The price will increase moderately when version 1.0 launches to reflect the added content, new biomes, and expanded world scope.”

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

“Player feedback is the heartbeat of Afterwire's development. We actively gather run feedback, bug reports, and design suggestions through the official Steam Community Hub discussions and our Discord server. Regular patch notes and transparent roadmap updates will show how community input directly shapes weapon balance, enemy pressure, and new sector content.”
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About This Game

You wake in a dead station. It is only the first world.

Afterwire is an isometric horde-survivor action RPG set in a derelict station adrift in the void — the starting world of a descent that Early Access grows, sector by sector, into the wired ruins beyond it. No heroes with faces here: you are not human, and neither is anything hunting you.


Two machines, one chassis slot.

Deploy as the SWARM-CORE - a nanite hive that shreds packs at close range - or the GLITCH IMP, a flickering saboteur that blinks through danger. Each carries its own passive skill canopy, its own signature active (Nova / Blink), and its own way of turning a bad room around.


Six weapons. Five damage sources. Machines that notice.

Shard volleys, darts, nano sprayers, arc coils, thermal lances, rail slugs — every weapon channels one of five attack sources (kinetic, thermal, voltage, nanite, glitch), and rogue machines carry resistances to match. Loadout is a decision, not a habit; the weakness chips on every health bar tell you when you guessed wrong.




The horde is the level.

A threat director escalates 120-machine sectors that scale with your journey: weldlings that merge, murmurs that carve crescents out of the dark, censers that sweep fire, slagbellies, Torque sentry-balls — with elite and champion variants rolled into every spawn. Each sector seals behind a boss door; the arc caps in three sealed sectors and the Warden — Walking Autoclave Dreadnought — at the end. No run structure, no meta-loop tax: fight, level, choose your overclocks, spend credits and scrap at requisition terminals, extract, push on.

Built to be read at a glance.

True-3D spaces under an orthographic isometric camera, a Sodium Derelict palette - amber and teal practicals on blue steel - fog-of-war disclosure that keeps the dark honest, and self-emissive hero anchors so you never lose your machine in the beautiful mess. First-deploy tutorial beacons walk a fresh machine through the pod, the camera and the first sluice.



Built for your pad, too.

Full controller support with physical rumble that rides every hit-stop, and six languages out of the box: English, Polish, German, Spanish, Portuguese-Brazil, French.

The station is where you start. What comes after it arrives through Early Access - the roadmap is public, and wishlists hear it first.

AI Generated Content Disclosure

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

Some assets in Afterwire were created with the assistance of generative AI tools, under the developer's direction and review:

- Music and sound effects - generated with AI music/audio tools, then edited, mastered, and integrated by the developer.
- Some 2D artwork - key art, loading and menu backdrop images, created with AI image tools and curated/edited by the developer.
- Translations - non-English text drafted with AI assistance and reviewed against the English source.

All gameplay code, 3D models, animations, shaders, level design, and game design were made without generative AI. No content is AI-generated during gameplay - the game does not use AI at runtime.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 or AMD Ryzen 3 1200
    • Memory: 4096 MB RAM
    • Graphics: NVIDIA GTX 1050 / AMD RX 560 or equivalent (Vulkan-capable GPU required)
    • Network: Broadband Internet connection
    • Storage: 2048 MB available space
    • Sound Card: Any
    • Additional Notes: Requires a Vulkan-capable GPU. Rendering uses Vulkan (no DirectX requirement).
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-9400 or AMD Ryzen 5 3600
    • Memory: 8192 MB RAM
    • Graphics: NVIDIA GTX 1660 / RTX 2060 / AMD RX 5600 XT or better
    • Network: Broadband Internet connection
    • Storage: 2048 MB available space
    • Sound Card: Any
    Minimum:
    • OS: macOS 12 Monterey or newer
    • Processor: Apple M1 or Intel
    • Memory: 4096 MB RAM
    • Graphics: Apple Silicon GPU or any dedicated GPU with Metal support
    • Network: Broadband Internet connection
    • Storage: 2048 MB available space
    • Sound Card: Any
    Recommended:
    * Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
      Minimum:
      • OS: Ubuntu 22.04 / SteamOS 3 or any modern x86_64 distro
      • Processor: Intel Core i5-4460 or AMD Ryzen 3 1200
      • Memory: 4096 MB RAM
      • Graphics: Vulkan 1.2-capable GPU (NVIDIA GTX 1050 / AMD RX 560 class)
      • Network: Broadband Internet connection
      • Storage: 2048 MB available space
      • Sound Card: Any
      • Additional Notes: Native x86_64 build. Vulkan 1.2+ drivers required.
      Recommended: