A 1-4 player bullet-heaven roguelite where the whole city is hunting you. Draft cards every level until one pistol turns into a screen-clearing mess, and watch out for the traffic, the third rail and whatever is running each district.

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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?

“SCRAPSTORM is a complete game that wants to keep growing, and the part that needs other people is the balance. Everything in it works: three districts, four survivors, 212 cards, a boss holding each district and six ascension tiers on top. What a game like this cannot get on its own is thousands of runs. Which cards are quietly too strong, which ascension tier is the wall people stop at, which builds nobody ever drafts — that is not something we can answer from the inside, and it is the difference between a roguelite that lasts ten hours and one that lasts sixty. Early Access is how we get those runs while we keep adding to the game, rather than guessing at it for another year and shipping the same guesses.”

Approximately how long will this game be in Early Access?

“Somewhere between nine and twelve months. We would rather leave Early Access because the content roadmap is finished than because a date arrived, but we do not intend to sit in Early Access indefinitely.”

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

“Planned for 1.0:
• A fourth district, THE DOCKS, with its own hazards and its own boss.
• More cards, and more enemy types to spend them on.
• Ascension tiers above A5, for the people who finish the current climb.
• The actual planned ending to the game with the needed amount of districts to get there.

Online co-op. Local co-op for up to four players is in the game today and bot companions fill any empty seat; networked play is built but is not something we are willing to claim until it has been properly tested, so it is a 1.0 feature rather than a launch one. We are not planning to change the shape of the game. The card drafting, the skill tree and the ascension climb are what SCRAPSTORM is, and Early Access is for deepening them rather than replacing them."”

What is the current state of the Early Access version?

“Complete and playable end to end, not a demo or a vertical slice.
• **3 districts** — the Streets, the Subway and the Rooftops — each with its own hazards and a boss.
• **4 survivors**, each with a different weapon and a different reason to draft differently.
• **212 cards**, drafted mid-run, plus a persistent skill tree and a collection you build up between runs.
• **6 ascension tiers (A0–A5)**, each changing a rule rather than multiplying enemy health.
• **1–4 player local co-op**, with AI companions filling empty seats so the squad is always four. Remote Play Together is supported.
• **9 interface languages.**
Runs take 20–30 minutes. Clearing every district at the top of the ascension climb is somewhere around 40–60 hours.”

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

“Yes. The price will rise modestly when the game leaves Early Access, reflecting the content added along the way. Anyone who buys during Early Access pays the lower price and gets every update.”

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

“The Steam forums and the community hub, and mostly by listening rather than polling. The balance questions are the ones we most want help with: which cards get taken every run, which get skipped every run, which ascension tier is where people stop. Bug reports and crash reports go straight to the top of the list, and we would rather hear about a card that reads confusingly than about a card that is 5% too strong. Patch notes will say what changed and why, including when the reason is that somebody in the forums was right.”
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About This Game

Every machine in the city is on the same network, and the network stopped liking people about an hour ago. Cars drive themselves at you now. The third rail switches on whenever it wants. You're on foot with one weak gun.

SCRAPSTORM is a bullet-heaven roguelite for one to four players. A run takes 20-30 minutes. You'll lose most of the early ones, and then you'll find a card combination that shouldn't work, and you'll spend the next twenty minutes watching a whole district come apart.

100+ cards, and a lot of them are a bad idea

You level up constantly and every level offers you cards. The plain ones do what they say. The interesting ones charge you for it — extra projectiles that each hit softer, lifesteal that permanently eats your max HP, a fire rate boost that ruins your accuracy.

Taking the bad idea is usually how the good runs start.

Every district is participating

  • Streets — the traffic is possessed. It runs the junctions on a signal you can't see and it does not brake.

  • Subway — the third rails go live on a rhythm you can learn. The trains don't care that you learned it. Then the lights go out.

  • Rooftops — gaps, crosswind, ziplines, and a long way down.

Each district has objectives you're free to ignore. Hold an uplink for sixty seconds while everything in the area comes to see what the noise is. Crack a supply vault and deal with what was guarding it. Walk a rescue pod to safety at its speed, which is not your speed.

Co-op, and nobody sits out

One to four players on a shared screen, locally or over Steam Remote Play Together. Any empty slot gets an AI teammate, so playing on your own is just how the game runs with a full squad of bots — you're not missing content.

Kill a boss and the squad gets one shared draft. One card, four people, everyone with an opinion. It goes how you'd expect.

Pick from the Courier, the Demolisher, the Lineworker or the Netrunner. They start with different weapons and want different cards.

The things at the end

PRIME WARDEN holds the Streets. LINE ZERO owns the Subway. THE ARRAY sits on the Rooftops. Multiple phases each, and none of them stop the district from doing what it was already doing to you.

Between runs

Scrap buys nodes on a skill tree. The Fabricator unlocks characters, cards and districts. The deck builder lets you throw out cards you never take, which makes every draft after that sharper. Worth doing once you know what you like.

Then it gets harder on purpose

Ascension climbs tier by tier. Each one changes a rule instead of adding a zero to enemy health. Clearing every district at the top is somewhere around 40-60 hours if you're good at this sort of thing.

About Early Access

The Early Access build has every district, every character, 100+ cards, a boss holding each district and the whole ascension climb. It's a complete game, not a slice of one. We're using EA to keep adding to it: more cards, more enemies, higher ascension tiers, and proper online co-op once the game has earned it. Local co-op and Remote Play Together both work from day one.

AI Generated Content Disclosure

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

Generative AI was used in two parts of this game's development, and a human reviewed everything it produced before it shipped. The soundtrack was created with the assistance of AI. Some writing was drafted with an AI assistant and then edited: in-game text such as card, interface and help text; the non-English translations; and the store page and marketing copy. Nothing else is model output. The logo, the app icon and every visual in the game are drawn by code in the project's own source, from its palette and geometry — there are no painted or generated image assets. The sound effects are synthesized as you play rather than shipped as recordings.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: WIndows 10 64-bit
    • Processor: Quad-core 2.5 GHz (Intel i5-4460 / AMD FX-8350)
    • Memory: 4096 MB RAM
    • Graphics: GTX 750 Ti / RX 560 / IRis Xe - 2 GB Vram
    • DirectX: Version 11
    • Storage: 1024 MB available space
    • Sound Card: Any DirectX-compatible
    • Additional Notes: 1080p60 at default density. Very high enemy count favour a stronger GPU
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 3.2 GHz (Intel i5-9600 / Ryzen 5 3600)
    • Memory: 8192 MB RAM
    • Graphics: GTX 1060 / RX 580 - 4 GB VRAM
    • DirectX: Version 11
    • Storage: 1024 MB available space
    • Sound Card: Any DirectX-compatible
    • Additional Notes: 1080p60 with four players and 600+ enemies on screen
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