Smashteroids is a neon arcade shooter-roguelite. Blast and dodge relentless swarms of glowing enemies, cash your kills in a shop between waves, and stack absurd upgrades across 20+ unique ships. Push each run deeper through hazard-strewn planets until a screen-filling boss stands in your way.

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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?

“Smashteroids is a roguelite, and roguelites live or die on balance — how ships, items, bosses and difficulty interact across thousands of runs. I've played hundreds of runs myself and the game logs enough to tune from, but one person's runs can't cover the combinations 22 ships and 175 items produce. Early Access is how the remaining content and balance work gets shaped by people actually playing, instead of by my guesses. I'm a solo developer; a steady feedback loop with players is worth more to this game than another year of building in private.”

Approximately how long will this game be in Early Access?

“My current estimate is around 6 months. That's an estimate, not a commitment — the game leaves Early Access when the planned content is in and the balance holds up across the full campaign, not on a calendar date.”

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

“The full version is planned to be broader and better tuned rather than structurally different — the core game (campaign, endless mode, ships, bosses) is already in. I plan to add more ships, bosses, enemies, items and world modifiers over the Early Access period, and to keep running balance passes driven by real run data. The game is built for localization but currently ships in English only; I plan to add more languages for the full release. I also plan to expand the meta progression (unlocks, challenges) and round out Steam features like achievements. None of these are promises of specific content on specific dates — the roadmap will adjust based on what players respond to.”

What is the current state of the Early Access version?

“Fully playable start to finish. The campaign takes you across a star map of planets, each with waves, a shop, world modifiers and a boss fight, ending at a final confrontation. There's also an endless arcade mode with leaderboards. Current content: 22 playable ships (each with its own ability and signature item), 19 bosses, over 50 enemy types, 175 shop items, multiple arena layouts, ship color palettes, a bestiary/stats screen, unlockables, three save slots, and full controller support. The early and mid game are the most polished; late-game balance is where the most active tuning is happening — which is exactly the work Early Access is for.”

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

“ I plan to raise the price modestly for the full release as content is added. Buying during Early Access means getting it at the lower price.”

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

“The Discord server is the main channel — I read it and it has a dedicated bug-report inbox that lands directly in front of me. I also read the Steam discussions. The game sends anonymous, opt-out gameplay telemetry, and that data (which items get bought, where runs end, what kills people) directly drives balance changes. I plan to post regular devlogs about what changed and why, and to test bigger changes with the community before they land in the main branch.”
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This game is not yet available on Steam

Planned Release Date: January 2027

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About This Game

Seven worlds have gone dark. Command stopped giving orders and started posting prices. All that’s left is your ship, a hangar full of hulls, and a long trail of exploding rocks between you and a dying star.

Smashteroids is a neon arcade roguelite shooter where every run is a fight to turn a fragile little ship into a screen-filling storm of firepower. Blast through swarms of glowing enemies, turn your kills into credits at the shop, and stack absurd upgrades until the whole screen bends to your build. Then a boss arrives to take it all back.

Key features

  • Fast neon arcade action — heavy CRT bloom, chromatic aberration, and thousands of enemies on screen

  • Deep roguelite builds — 150+ stackable items, procs, and projectile mods that snowball out of control.

  • 20+ distinct ships, each with its own active ability and signature mechanic — plus 100+ unlockable colour palettes.

  • 30+ enemy types to shred, from cannon-fodder chasers to punishing elites.

  • 18+ handcrafted bosses — multi-phase, telegraphed set-piece fights, one guarding every planet.

  • A branching star-map campaign across dozens of biomes, with world hazards and reward shrines.

  • Persistent progression — an unlock board, a self-filling Starlog bestiary, and up to three pilot profiles.

  • An original soundtrack, with dedicated boss themes and seamless transitions.

  • A snarky, arcade-first attitude — fun first, grim never.

Survive the swarm

Waves of enemies pour in, each one a glowing vector silhouette against near-black space. They keep the pressure on: fast chasers, weaving flocks, charging rammers, enemies that split into broods, and elites that punish a lazy dodge. Weave through them, shred them for credits, and stay alive long enough to reach the shop.

Colour is your warning. A single-colour enemy is simple. A full palette means it wants you dead.

Build a ridiculous run

Command posts prices, and you pay in dead enemies. Between stages, cash in your kills for game-warping items: chain lightning, ricochet rounds, orbiting drones, piercing volleys, and more from a pool of over 150 power-ups.

Fly 20+ distinct ships

Each ship offers its own way to play, pairing a unique active ability with a signature item. Command a drone carrier, a close-range scattergun brawler, a ricochet gunship, a necromancer that raises the dead, a momentum-driven rammer, a gambler that lives and dies on critical hits, or a poverty-scaling hull that gets meaner the more broke you are.

Unlock new hulls, learn their kits, and dress each one in a colour palette from a wardrobe of more than 100.

Face hand-crafted bosses

If the swarm is the pressure, the bosses are the payoff. Every planet ends with a purpose-built, multi-phase guardian with its own telegraphs, attack patterns, and escalating acts.

Read the advance of a marching wall. Thread the beams of a sweeping lighthouse. Ride the pull of a gravity well. Outmanoeuvre a clock-bending duelist. Hunt down a foe that keeps vanishing.

Defeating a boss for the first time unlocks a new boss-flavoured item to carry into future runs.

Chase the unlocks

Progress sticks. A challenge-driven unlock board tracks the ships, epic items, boss trophies, and colour palettes you’re working towards.

The Starlog fills itself in as you play: a bestiary of every enemy and boss, redacted and scrambled until you meet them face to face, plus lifetime statistics for everything you’ve killed, bought, and died to.

Keep up to three separate pilot profiles, each with its own progress.

Chart your own campaign

Chase the blackout across a branching star map, choosing your route one planet at a time. Explore ocean moons, lava fields, gas giants, and dozens of other biomes, each with its own hazards and reward shrines.

Every route leads towards the Coronach, the dying star at the end of it all. Every ship carries its own pilot’s story into the dark.

Wishlist Smashteroids now.

Smash rocks. Smash everything else. Smashteroids.

AI Generated Content Disclosure

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

Some of the marketing and branding art for Smashteroids — specifically the logo/wordmark images used on the store page and in promotional materials — was created with the help of generative AI image tools, then hand-edited, cropped, and processed for final use.

All AI-assisted content was reviewed by the developer before shipping to ensure it is appropriate and consistent with the game's content, and we believe we have the necessary rights to use it.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 2048 MB RAM
    • Graphics: Vulkan 1.0 compatible GPU, 1 GB VRAM (e.g. Intel HD 500 / GeForce GTX 600 series)
    • Storage: 250 MB available space
    • Sound Card: Any
    • Additional Notes: Requires a GPU with Vulkan support.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 3.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: Dedicated GPU with Vulkan 1.2 support, 2 GB VRAM
    • Storage: 250 MB available space
    • Sound Card: Any
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