Vectorfall is a fast top-down space-shooter extraction roguelite built around risky sector runs. Swap between six ships mid-fight, raid hostile signals, break the Command Node, and extract your modules before Alert brings the patrols down on you.

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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?

“We’ve built Vectorfall’s sector loop from launch through extraction, but we’re not comfortable calling its balance finished. Six ships, individual Ability Matrices, card combinations, module affixes, Fleet swapping and E1–E10 sectors can produce builds that internal testing alone won’t expose properly.
Early Access gives us a chance to see what happens across hundreds of real runs: which ships fall behind, where the sector pace drags, when Alert stops feeling fair, what loadouts erase the intended risk, and which rewards don’t justify the fight. It also puts the game on a wider range of hardware, which matters during particle-heavy combat and large-inventory Fleet runs.
The Rival Network is another major reason for releasing this way. It turns Steam records into asynchronous contacts, echoes, rivals and vendettas; player use will show us which parts feel worthwhile, where the flow creates confusion, what rewards people want to chase and which new features belong in the system. A small internal test pool can’t provide that kind of information.
Community ideas matter beyond balance. We want to hear proposals for new mission types, Legendary module effects, sector events and practical ways to make the game better. We won’t add every suggestion, but strong ideas should have a real route into development.
We’ll keep working on mission variety, late-game progression, performance and presentation throughout Early Access. Player feedback won’t replace our direction for Vectorfall; it will help us find the parts that need attention first.”

Approximately how long will this game be in Early Access?

“Best guess is probably about a year. It really depends on the feedback, how many issues need fixing and things like that. The team behind the game are not full time developers, we have full time jobs, with families and the likes. So while development will stay at a steady pace, we cannot compete with these large AAA studios in terms of timelines.”

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

“While the core game loop and vision is in place, there's a lot of work to be done.

- A lot more mission variety
- More cards
- More modules, affixes, legendary/ prototype effects
- A balanced endgame with meaningful progression
- A stable Rival Network for those engaging with the asynchronous multiplayer
- Refined UI and User Experience
- Generally, more variety in content

None of those is possible without a community of players who want to push the game to it's limits and see it succeed.”

What is the current state of the Early Access version?

“It's fully playable, albeit not without balance issues and lack of content.

- 4 Sector Maps
- 10 Empowerment versions of those sectors
- Around 400 cards
- Procedurally generated modules with randomised affixes and tags
- Crafting system
- Achievements
- Currently around 6 different 'main' mission types, with a couple of different 'side' missions”

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

“There are no plans to increase the price”

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

“We have a fresh new discord server, which people are more than welcome to join and take part in. Here is where the team will be most active and listening to feedback.

In addition, there's the steam forums which will also be reviewed for those who do not wish to use Discord.”
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About This Game

BREAK THE SECTOR. GET YOUR CARGO HOME.

Vectorfall drops you into hostile space with an armed ship, a Fleet waiting on Hot Swap, a scanner full of unknown signals, and a cargo hold that only matters if you make it back.

You decide how greedy the run gets. Scan contacts, enter mission pockets, strip them for gear, hunt the Command Node, then make for an extraction gate while rising Alert sends harder patrols after you.

Die and you’ll recover only a fraction of the haul. Extract successfully and your recovered modules, materials, booster packs, Signal Tokens and credits feed permanent progression.

SIX SHIPS, ONE FLEET

Every ship fights differently.

  • Pulse Interceptor tears across the battlefield with Vector Shift.

  • Sentinel projects a directional barrier and holds ground under heavy fire.

  • Ghost phases through danger before returning with a violent re-entry.

  • Valkyrie Railwing freezes time, lines up its shots and releases them together.

  • Corsair Scatterback turns speed, armour and direct contact into a weapon.

  • Oracle Droneframe commands an armed drone network backed by its Mosquito Screen.

Hot Swap doesn’t reset the fight. Each ship keeps its own hull, shields, energy, cooldowns and ability state, so choosing another frame can save a run or throw a damaged ship straight into worse trouble.

BUILDS THAT CHANGE WHAT A HIT DOES

Permanent modules alter weapons, movement, defences, drones and ship resources. Each module can carry rolled affixes, specialised tag modifiers or circuits that connect one combat effect to another.

Every ship also has its own Ability Matrix. Spend permanent points to reshape its Core Ability, open alternate branches and build Fleet handoffs that trigger when another ship deploys.

Cards bend each run further. Turn projectile hits into Scorch, burst that Scorch on expiry, pull survivors into the next blast, then pass a modifier to the ship coming through Hot Swap.

Back at command, lock the hardware you want to keep, salvage the junk, reroll affixes or feed spare modules into the Forge.

A SECTOR THAT GETS ANGRIER

Blue Drift, Toxic Wrecks, Radiation Halo and Solar Forge each bring their own enemies, hazards, storm effects, named merchants and Commander fight.

Combat isn’t the only job. Hold unstable ground, crack data sites, escort damaged ships, raid vaults, recover black boxes, salvage wreck fields, stabilise reactors or defend a deployed jamming beacon.

Alert rises as you scan and clear contacts. Patrols grow more dangerous, extraction takes longer, and getting caught can trigger an ambush or force an Extraction Breakout. Stabilised sectors open E1–E10 difficulty levels with tougher enemies, heavier pressure, extra combat rules and better rewards.

OTHER PILOTS, TURNED INTO TROUBLE

The optional Rival Network uses Steam records to create asynchronous encounters based on other pilots and their builds. Hunt hostile echoes, compare Threat records, pin valuable intel and settle vendettas against enemies that ended another player’s run.

This isn’t live PvP, and the main game works offline.

EARLY ACCESS

Vectorfall is in Early Access. You can play the full extraction loop, unlock all six ships, create permanent builds, complete daily and weekly contracts, progress through four sectors and use the optional Rival Network now.

Balance, mission variety and late-game progression will keep changing during development. Some presentation also remains under active work.

Vectorfall supports keyboard and mouse, gamepads, remappable controls and adjustable text readability.

AI Generated Content Disclosure

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

As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.

No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.

AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-6500 or AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 1050 Ti 4 GB or AMD RX 560 4 GB
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 64-bit processor and operating system required
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-9600K or AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1660 6 GB or AMD RX 590 8 GB
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 64-bit processor and operating system required
    Minimum:
    • OS: Ubuntu 22.04 LTS or equivalent 64-bit distribution with glibc 2.34+
    • Processor: Intel Core i5-6500 or AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 1050 Ti 4 GB or AMD RX 560 4 GB
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 64-bit processor and operating system required
    Recommended:
    • OS: Ubuntu 24.04 LTS or equivalent
    • Processor: Intel Core i5-9600K or AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1660 6 GB or AMD RX 590 8 GB
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: 64-bit processor and operating system required
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