An action-packed retro cyberpunk roguelike platformer dropping players into an infested industrial abyss. Blast through hordes and giant bosses, and loot from 350+ weapons and upgrades. Every descent generated fresh. Die, keep what you forge, unlock operatives, and drop deeper into the PHOSPHOR.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„PHOSPHOR is already a full, polished game to play — but it's the kind of game that gets better with real players in it. Early Access lets us tune the difficulty, balance the weapons, and add new content based on how people actually play, instead of guessing. We'd rather build the back half of this game with the community than hand it to them finished and hope we got it right.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„We're planning on roughly a year, give or take. It'll depend on how much we take on and how feedback shapes the roadmap — we'd rather leave Early Access when the game is right than rush to hit a date.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„The Early Access version is the complete core game. For the full version we plan to grow the parts around it, including:

A deeper hub, with a salvage economy, a permanent upgrade tree, and characters you meet between runs.
More story, including how the descent ends.
A true endless mode with stacking modifiers for people who want to go forever.
Online leaderboards for the daily and weekly runs.
More languages beyond English.

Plans can change as we learn what players want most, so think of this as the direction we're aiming, not a checklist of promises.“

Was ist der derzeitige Stand der Early Access-Version?

„It's a complete, playable roguelike, not a rough demo. You've got fast, weighty platforming and combat, a big curated pool of weapons and items, elemental builds, a roster of playable characters, 19 biomes, 20 bosses, a hub to spend your rewards, seeded daily and weekly runs, and full controller and accessibility support. It's stable and you can sink real hours into it right now — Early Access is about making it deeper, not making it work.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„We may plan to raise the price gradually as we add new content and features, so the earlier you jump in, the better the deal. If you buy during Early Access, you'll get everything we add along the way at no extra cost.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„We want players steering this with us. We'll hang out where the community does, read the feedback, and use it to shape balance, new weapons, and what we build next. The daily and weekly runs give everyone a shared thing to compete over and talk about, and we'll share what we're working on so people can weigh in before it ships. Players can always reach us for feedback & support through the community hub.“
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PHOSPHOR Demo herunterladen

Dieses Spiel ist noch nicht auf Steam verfügbar

Geplantes Veröffentlichungsdatum: 31. Okt. 2026

Ungefähre Zeit bis zur Freischaltung dieses Spiels: 2 Monate

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Infos zum Spiel

PHOSPHOR is a retro cyberpunk roguelike platformer about fighting your way down through an infested industrial facility. Blast through hordes, kill giant bosses, and arm yourself from a pool of 350+ weapons and upgrades. Every descent is a brand-new world. Die, keep the cores you banked, unlock new operatives, and drop deeper.

You are a reclaimed husk sent down into the Underfab, a dead industrial deep lit only by the phosphor glow of failing machines. Each run takes you further than the last. Scavenge weapons off a facility that hasn't finished dying, learn which lights mean loot and which mean death, and put together a build that can survive one more biome. Bank what you earn. Then go again.

Multiplayer Online co-op puts your whole squad into the same descent. Split the loot, stack your elements on the same target to set off bigger reactions, and cover each other when the swarm closes in. If someone goes down, fight your way to them and get them back on their feet before the run is lost.

Nothing down there kills you without warning. Electric fences pulse on a rhythm you can time and walk through clean. Bosses wind up before they swing, change tactics between phases, and tear their arenas apart in ways you can see coming. When you die, you'll know exactly what got you, and how to keep it from happening twice.

Loot runs six rarities deep, and every weapon has its own trick: shots that pierce, chain, ricochet, charge up, steal health, execute weakened enemies, or hunt targets on their own.

  • Elemental reactions. Fire, toxin, shock, and ice are dangerous alone. Land a second element on a target already carrying one and it reacts: Thermal Shatter, Superconduct, Combustion, Corrosion.

  • Synergy sets. Complete a set and the way you play changes. Your attacks start igniting. Your crits execute the weakened. Your kills refresh your dash.

  • Keystones. Legendary finds that bend the rules for the rest of the run: every shot chains, every shot bounces, every elemental hit procs.

  • Operatives. Unlockable characters that play nothing alike, from a glass cannon to an armored brawler, a cyberspell caster, and a revenant that heals by hurting things. Each has its own kit and its own feel.

Win or die, you come back to the Foundry, the facility hub where your cores get spent. Permanently unlock new gear, tune your starting loadout, climb the forge perk tree, work through Contracts, and read the Archive as more of the story surfaces every run. Then pick how you go back down:

  • Descent — drop straight into a fresh run.

  • Custom run — pile extra hazards onto the run for bigger payouts.

  • Daily & weekly challenges — the same seed for everyone, and your own best on it to beat.

  • ENDLESS - Clear the Core and the descent doesn't stop — The facility loops for as long as you can keep up.

Every run is seeded. Enter the same seed twice and you get the identical world, loot and all — race a friend through it, or take another shot at the run that killed you. The way down covers 19 biomes, from the Transit Tunnels to the Core, with over a hundred enemy types and variants, 18 elite affixes, and 20 bosses that each fight differently. Between the fights you'll find:

  • Shops, repair bays, and free caches to keep you kitted out.

  • Boon altars — powerful gear bound to a lasting curse, with cleansers to lift it if you dare.

  • Mini-events — ambushes, hold-the-line survivals, and sealed vaults that punctuate the descent with bonus loot.


Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.

Systemanforderungen

    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Prozessor: Intel i3-2100
    • Arbeitsspeicher: 2 GB RAM
    • Grafik: Radeon Rx-460
    • Speicherplatz: 2 GB verfügbarer Speicherplatz
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
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