Lost and with no memories, cross a solar system to get back home. Tear through each planet's hordes to recharge your ship's energy and take off before the world turns lethal. Combine weapons, implants and anomalies until nothing can stop you. Every death rewrites your reality and your memory.

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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?

“Crashborn has 20 weapons, 16 implants and 14 anomalies that stack and combine freely, and a run can last over an hour. I balance it with simulated runs, which catches the broken extremes and not much else. It doesn't tell me which builds are actually fun, which upgrades players skip every time, or where in a run people get bored.

I'm one developer and there's a limit to how many runs I can play myself. Early Access puts the game in front of enough players to answer those questions, and lets me add content based on what people actually build.”

Approximately how long will this game be in Early Access?

“Around 12 to 18 months.

That's an estimate rather than a fixed date. The main thing that has to be finished before 1.0 is the full multi-system run, and if that takes longer to get right, I'll take the extra time.”

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

“The Early Access version covers one solar system: you land, clear planets and cross the vortex at its center. In the full version that vortex is the start of a chain, and finishing the chain is how you get home.

Things I plan to add during Early Access:

- Chained solar systems, each one more hostile than the last, instead of the run ending at the first vortex. This is the largest item on the list.
- An ending that unlocks over several runs.
- An endless deep space mode past the last vortex, with leaderboards.
- Reroll and banish on level-up, item synergies, and upgrades that trigger on crits and kills instead of only adding stats.
- Ship modules, a second playable character, and shops and shrines on the map nodes.
- Final art and audio. Some of the current art, audio and base 3D models are AI-generated placeholders edited by hand, and I plan to replace them with work from dedicated artists.
- Full sound design, localization and a tutorial.

That's the plan as it stands. Feedback during Early Access will change the order.”

What is the current state of the Early Access version?

“The core loop is complete and playable from start to finish. You land on a planet, fight procedural waves, hunt the guardians holding each energy conductor, recharge the wormhole drive, kill the planet's boss and jump to the next planet on a branching solar system map. A run takes roughly 40 to 90 minutes.

What's in the build:

- 12 biomes across 4 families, each with its own terrain generation, palette and hazards
- 20 weapons: projectiles, orbitals, companion drones and aura fields
- 16 implants and 14 anomalies, all stackable and free to combine
- 4 bosses, one per biome family
- Meta-progression between runs: memory fragments that permanently unlock weapons and implants
- Full settings, including key rebinding, gamepad support and accessibility options

What's still rough: sound effects are incomplete, there's no tutorial, and the game is English only. The end of a run is the weakest part at the moment and it's what I'm working on next.”

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

“I plan to raise the price when the game leaves Early Access. Buying during Early Access means paying less for an unfinished game.”

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

“The Steam discussion boards and a Discord server. I read both.

What I'm after specifically:

- Which weapons and implants people end up using, and which ones they never pick. This drives balance patches directly. I already measure it with simulated runs and I need real data next to it.
- Where runs fall apart, meaning the point where one gets boring or unfair. That's the hardest thing to see from the inside.
- Bug reports with saves and hardware specs.

I'll post patch notes with every update and name what came out of player feedback. Two channels is what one person can keep up with, so I'm not going to promise more than that.”
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Planned Release Date: 2027

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About This Game

Introduction

In this story you are an interdimensional traveler stranded in a cosmos that isn't yours. The only way home is your ship and a companion who will follow you anywhere you go. The last thing you remember is a vortex at the center of the solar system, and the only way to solve this mystery and get back home is to go through it.

A dimension you don't belong to

You start out in a solar system with your ship badly damaged and out of fuel, so you have no choice but to land on the nearest planet. The only way to recharge it is by collecting energy and defeating the guardians of each planet, otherwise you won't be able to use your ship to leave and keep moving.

You lost all your memory

As you push forward on a new planet, you collect experience to rebuild what you know and eventually level up. Maybe in one of your past lives you were a great warrior, why not? You can combine weapons and artificial implants, but choose wisely.

You'll never be alone

Your companion guides you on every new planet, but be careful: the longer you stay, the stronger and more threatening your enemies get. You should leave fast, though sometimes the rewards can be very generous. By the way, your companion can also use your weapons and fight alongside you!

A reset of your existence

If you fall in combat, you don't fall for good. Your consciousness slips into an adjacent branch of the same cosmos. The solar system rewrites itself, but not your destiny. Every time you end a run you come back with memory fragments that you can later turn into memories. Figuring out how that works is on you.

Cool stuff in this game:

  • Third-person arcade roguelite with several game modes and run lengths

  • Build-crafting with weapons, implants and anomalies, the possibilities are endless ;)

  • Every weapon has 2 modes: one automatic, one alternate

  • Procedurally generated planets and biomes, no run is the same as the last

  • Twelve biomes available, each with its own enemy set, so you never get bored

  • A different guardian on every planet, you'll have to find them all the hard way, lol

  • Meta-progression system so that, if you want, every run takes you further

  • Want to fly the ship in the middle of a cosmic hyperjump? You can do that too :p

  • Every level has its own music, adapted to the different phases of the game. And yes, it syncs with what's happening.

  • You can give your companion orders to help you out, and hand over some of your weapons too

  • And much, much more! The rest of the mechanics you'll have to discover yourself, you're going to love it!

AI Generated Content Disclosure

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

Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1050 2GB / AMD RX 560
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: Requires a GPU with Vulkan / Direct3D 12 support
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1660 / RTX 2060
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: Requires a GPU with Vulkan / Direct3D 12 support
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