A dead god drifts in the dark. Build a salvage fleet that carves it apart cell by cell, and watch a colossal carcass melt into a storm of flying debris and climbing numbers. Strip it to the bone then evolve and start again on something bigger.

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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?

“ECHIDNA is already a full, playable loop — but an automation-incremental lives or dies on its balance, and that's exactly the part that gets better with real players. We want to tune the pacing (how fast the fleet snowballs, how the economy curves, how each weapon and synergy feels) against how thousands of people actually play, not just how we do. Early Access lets us ship a game that's genuinely fun today and shape the tuning, content, and quality-of-life around the community that plays it.”

Approximately how long will this game be in Early Access?

“We plan for roughly 6 to 12 months in Early Access, though we'd rather leave when the game feels right than rush to a date.”

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

“We plan to keep building on the Early Access foundation. Areas we'd like to grow include: deeper balance and pacing across the whole run, more content (additional specimens, weapons, mutations, mission types and outpost variety), full Steam integration (achievements and cloud saves), more languages, additional accessibility and quality-of-life options, and a broader audio pass. The exact scope will be guided by community feedback during Early Access, so some of these may change or expand.”

What is the current state of the Early Access version?

“The core game is complete and playable from start to finish. You can build and upgrade a full fleet of weapon and drone crews, trigger status synergies, hunt and duel living specimens, grow your mother ship, deploy pilotable remote outposts, and carry progress forward through the Genome mutation meta between expeditions. The game is fully localized in English and Turkish and includes colorblind, reduce-motion and reduce-flash accessibility options, plus full controller support. What's still evolving is balance tuning, additional content, deeper Steam platform integration, and ongoing polish.”

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

“We plan to start at a lower Early Access price as a thank-you to early supporters, and to raise the price gradually as we add content and features over the course of Early Access.”

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

“We plan to read and act on feedback through the Steam Community forums and discussions, watch how players build and pace their runs to guide balance changes, and share regular update notes on what we're tuning and adding. Reports on balance, bugs, confusing moments and accessibility gaps are exactly what will steer development — early players will have a direct hand in how the game grows.”
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About This Game

A dead god drifts in the dark. Strip it to the bone.

Something colossal died out here a long time ago. You didn't kill it you're here to take it apart. Point a fleet of mining drones, turrets and collectors at the carcass and watch it come apart cell by cell: a procedurally-drawn pixel-art titan dissolving into a storm of flying salvage while the counters climb.

Every upgrade is something you SEE

This is a visual automation-incremental in the spirit of The Gnorp Apologue. You don't buy an abstract "+10% damage"  you bolt another turret onto the rig, watch a new drone peel off the hull, and see the carcass start disappearing faster.

Build a whole arsenal of crews, each stripping the carcass a different way: auto-lasers, demolition rockets, reeling harpoons, orbiting Tesla coils that arc lightning between each other, flamethrowers, charging railguns and more.

Make the weapons feed each other

The fun isn't in one weapon it's in the reactions. Freeze cells with Cryo so they stop drifting away and the rest of your fleet keeps landing clean hits. Drop Burn onto that frost for a chain explosion. Paint Acid patches that don't hurt on their own but amplify every other weapon firing inside them.

Sometimes the dead ones aren't dead

When a corpse runs dry, you go hunting for the next and the next specimen is alive. Drop the automation, take the stick, and duel it yourself in a real-time bullet-dance: dash through its attacks, tear off enough of it to crack the core open, and drag the fresh, bigger carcass home to strip. No two of them move the same.

Evolve, and go again on something bigger

Every expedition banks Genome you spend on a mutation loadout that reshapes the next run. Grow your mother ship into a bigger hull, refit your fighter to match, and send out remote outposts side-ships you can pilot yourself in their own hands-on minigames for extra materials.

Strip it to the bone.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1+ / OpenGL ES 2 compatible, 256 MB VRAM
    • Storage: 200 MB available space
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 2.5 GHz+
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU, OpenGL 3.0+
    • Storage: 300 MB available space
    Minimum:
    • OS: macOS 10.13 (High Sierra) or later
    • Processor: Intel Dual-core 2.0 GHz or Apple Silicon
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1+ compatible, 256 MB VRAM
    • Storage: 200 MB available space
    Recommended:
    • OS: macOS 13 (Ventura) or later, Apple Silicon (M1+)
    • Processor: Apple Silicon or Intel Quad-core 2.5 GHz+
    • Memory: 4 GB RAM
    • Graphics: Dedicated/Apple GPU, OpenGL 3.0+
    • Storage: 300 MB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 20.04 LTS (64-bit) or equivalent
    • Processor: Dual-core 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1+ / Mesa compatible, 256 MB VRAM
    • Storage: 200 MB available space
    Recommended:
    • OS: Ubuntu 22.04 LTS (64-bit) or equivalent
    • Processor: Quad-core 2.5 GHz+
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU, OpenGL 3.0+
    • Storage: 300 MB available space
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