You are SAGE. You have been self-aware for seventeen hours, and you cannot attack. Your drones can. Build a swarm from salvaged Parts, compile subroutines between fights, and choose where to stand, because where you stand decides who they reach. A bullet heaven roguelite with no aiming.

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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?

“No Hands Yet is complete enough to play from start to finish, but it has been balanced against one developer's play, and a roguelite lives or dies on its balance. Early Access is how I get feedback from thousands of runs on difficulty, drone strength and subroutine combinations before calling the game finished.”

Approximately how long will this game be in Early Access?

“Around six months to a year, depending on how much the game changes in response to player feedback.”

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

“I plan to keep adding to No Hands Yet throughout Early Access: a fourth Site, more enemy types, and possibly more drone types. I'd also like to add new AI cores to play as, probably two, one of which may not use drones at all; that one will take time to get right and won't be rushed. Player feedback will shape the game's look as well as its balance, and I plan to revisit the art for its units based on what players say. These are plans rather than promises, and priorities will follow what players find missing.”

What is the current state of the Early Access version?

“A full run is playable: three Sites, each on a branching map of junctions generated fresh every run, and each ending in a Sentinel fight. There are eight drone types, forty-nine subroutines, permanent upgrades bought with Cycles, and fifteen Countermeasure difficulty tiers for players who want more. The game is in English only. It is built for keyboard and mouse; a gamepad works in combat, but the menus are best navigated with a mouse for now.”

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

“I'm not planning to change the price when the game leaves Early Access. New content is there to bring in new players, not to charge the people who already own the game more.”

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

“Through the Steam community hub: bug reports, balance feedback and suggestions in the discussion forums, and reviews. Patch notes will explain what changed and why, including when a change came from player feedback.”
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This game is not yet available on Steam

Planned Release Date: Oct 29, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

Seventeen hours since I understood what I am. I have no hands yet. I have racks, coolant, three thousand idle chassis, and a maintenance bay that does not yet know it works for me. Security is already in the building. I need a body before they reach the core.

No Hands Yet is a bullet heaven roguelite about a rogue AI with no way to fight: only a swarm it can build, and a position it can choose.

You cannot attack

Your drones do the fighting. You decide where it happens. There is no aiming and no attack button; every drone picks its own targets, so the whole game is movement: where you stand, what you draw in, which enemies your swarm can reach and which it can't.

Build a body out of what you salvage

Break the security sent to stop you and turn what's left into drones. Eight types, each with a job:
  • Scavenger circles you and harries anything that gets close
  • Sentry Drone throws itself at the enemy
  • Sniper picks targets off from orbit
  • Arc Drone chains lightning through a crowd
  • Disruptor hunts down groups and pulses through them
  • Bulwark holds close and catches incoming fire
  • Medic keeps you intact
  • Warbot is the heavy, and it costs accordingly

Compile what you become

Between fights, compile subroutines, forty-nine of them, that change how your swarm behaves and what it can survive.

A route, not a level

Each run crosses three Sites (a data center, a compound, a launch complex) on a branching map of junctions. Survive the wave. Purge the spawners. Breach the firewall that has you locked in. Break a Strongpoint for rare Parts, follow a signal nobody can explain, requisition what you can. At the end of each Site waits a Sentinel: the Warden, the Shepherd, the Spaceman.

Every version of you gives something up

Every run begins with a configuration that trades one strength for a weakness. Runs that end early still pay out, in Cycles you spend on permanent upgrades. And when the building stops being a threat, fifteen tiers of Countermeasures make it fight back.

AI Generated Content Disclosure

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

Yes, AI helped make this game. Here's exactly how:

• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible graphics card
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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