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.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

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. Custom Fleets, equipment affixes, socketed mods and independent Ability Matrices create combinations that internal testing alone won’t cover. Power Cards and E1–E10 sectors add further variables.

Early Access lets us see how those systems hold up across real runs: which weapon families struggle, where sector pacing drags, which builds remove the intended risk and when the rewards don’t justify the fight. We also need to understand how equipment acquisition and crafting feel over time, particularly when players are outfitting several ships or working towards Black Market gear.

The optional Rival Network needs a wider player pool too. Its asynchronous encounters draw on other pilots’ builds and records, so player use will help us judge encounter quality, reward value and how clearly the system communicates what’s happening.

A broader range of hardware will also help us find performance problems during busy combat, large inventory sessions and longer expeditions.

Community input matters beyond balance. We want ideas for missions, legendary equipment effects and sector encounters, along with feedback on the everyday friction that makes a game harder to enjoy. We won’t implement every suggestion, but we want players to have a meaningful part in deciding what needs attention.

Throughout Early Access, we’ll continue working on mission variety, late-game progression, performance and presentation. We have a direction for Vectorfall; feedback from people playing it will help us test our assumptions and set priorities.”

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.”
Read more
This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

BREAK THE SECTOR. GET YOUR CARGO HOME.

Vectorfall is a neon, top-down space shooter built around extraction and permanent equipment progression. Enter hostile space with a custom Fleet, 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. Clear mission pockets, investigate distress calls, hunt the Commander or take one more detour while rising Alert sends harder patrols after you.

Extract successfully to bank recovered equipment, mods, booster packs and other cargo. Lose your entire Fleet and you lose the unbanked haul; your ships and previously owned fitted equipment return to the hangar.

YOUR SHIPS. YOUR FLEET.

Start with one ship and unlock a Fleet of up to six as your Pilot levels up. Give each ship its own loadout across six equipment slots: Weapon, Shield, Reactor, Propulsion, System and Ability.

Build around projectile, scatter, rail, beam, flame or rocket weapons, then fit the Core Ability that suits your approach. Pair a close-range weapon with a directional barrier, phase through danger or deploy an armed drone screen.

Every item is a physical copy. A weapon fitted to one ship can't simultaneously arm another, so building a Fleet means finding equipment for each role.

Hot Swap between surviving ships during combat, or let the next ship take over when your active one goes down. Each keeps its own hull, shields, energy and cooldowns. Switching can save a run, but it won't repair the ship you just withdrew.

BUILDS THAT CHANGE WHAT A HIT DOES

Equipment families offer different starting strengths, with rolled affixes and socketed mods letting you specialise further. Legendary effects can make beams chain between enemies, split projectiles into seeking shots or leave burning ground behind a flame attack.

Each Core Ability item has its own Ability Matrix. Spend points to reshape its behaviour and create Fleet handoffs that trigger when another ship deploys. Two copies of the same ability can follow different branches, and you can respec freely in the hangar.

Power Cards shape the run as it unfolds. Prepare a custom card pool before launch, then choose upgrades after missions and stack their effects. Consumable Sector Modifiers change enemy conditions and loot opportunities before you deploy.

Back at command, reroll affixes, salvage legendary gear to recover its effects or Forge spare equipment into higher tiers. Keep a promising item and build around it, or turn it into the next experiment.

A SECTOR THAT GETS ANGRIER

Blue Drift, Toxic Wrecks, Radiation Halo and Solar Forge are open from the start. Each has its own hazards, encounters, loot pools and Commander fight.

Hijack a network while fighting through connected nodes. Tow a Black Box out of containment, break a convoy through interdiction fields or mark an installation for artillery and leave before the shells arrive.

Away from the main path, repair docks and stranded couriers offer other opportunities. Salvage disputes can turn violent, and suspicious distress calls may deserve their name.

Alert rises as you scan and clear contacts. Patrols become more dangerous, making another detour harder to justify when your cargo hold is already full.

Reach full local stability, defeat the Commander and extract to unlock that sector's E1–E10 Empowerment options. Matching levels share the same baseline difficulty across sectors, so you can choose where to hunt and how much pressure to take on.

WORK THE TRADE NETWORK

Find merchants through exploration and dock for equipment, repairs and trade commissions. Jobs have no daily or weekly expiry, and qualifying progress survives a failed expedition.

Complete a sector's commission cycle to earn its Trade Sigil, then get it home. Collect banked sigils from all four sectors to trade for named T5 Black Market equipment with signature effects.

Merchant purchases join your expedition cargo too. Spending permanent credits doesn't excuse you from reaching extraction.

OTHER PILOTS, TURNED INTO TROUBLE

The optional Rival Network uses Steam records to create asynchronous encounters based on other pilots and their equipment builds. Fight hostile Echoes, recover Black Boxes and face Nemesis encounters, then compare career Threat, extracted hauls and E10 Commander times.

These are asynchronous encounters, not live PvP. The main game works offline.

EARLY ACCESS

Vectorfall is in Early Access. The current game includes the full extraction loop across four sectors, custom Fleets of up to six ships, equipment crafting and trade commissions. You can pursue Black Market gear, practise in eleven training programmes and take part in the optional Rival Network.

Balance, mission variety and late-game progression will continue to change 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
Review Filters