Pilot a momentum-driven ship through the cooled remains of dead star systems. Master a growing arsenal, take on 10+ unique epic bosses, and tackle four sectors your way. The world is seed-generated — build and share your own in the free level editor.

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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?

“Driftscape: Void Early Access serves two main purposes. First, the game is still under active development, and we want to gather feedback from a wider audience to help shape and improve the experience. Second, the game features a web-based level editor, and we want to build a community of creators who can contribute to the game's future. Through player feedback and community-created content, we hope to make Driftscape: Void a better and more engaging experience for everyone.”

Approximately how long will this game be in Early Access?

“We currently expect Early Access to last between 6 months and 1 year, though development timelines may change based on community feedback and the needs of the project.”

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

“The full version will be a more polished product. We are refining the game's look and feel while improving its flow and balance across difficulty levels. Based on user feedback, we will be enhancing existing features and adding new ones to further improve the overall experience.”

What is the current state of the Early Access version?

“The game is fully playable and provides a complete gameplay experience, with several hours of content depending on the difficulty level. The included level editor also offers additional opportunities for creativity and replayability. We regularly test the game on Windows, macOS, Linux, and Steam Deck to ensure a stable experience. While players may still encounter bugs or balance issues, we are actively addressing them and releasing updates.”

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

“We plan to gradually increase the price of the game as development progresses and new content, features, and improvements are added. Players who join during Early Access will receive the game at a lower price while helping shape its development through feedback. As the game becomes more polished and approaches its full release, the price will reflect the additional value and content included.”

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

“We want to involve the community every step of the way. Our store page will emphasize the level editor, and our Discord community will be actively monitored and supported. We intend to build on the ideas of our players and incorporate community-created levels into future campaigns. Our goal is to foster a niche but active community around the game.”
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This game is not yet available on Steam

Planned Release Date: Dec 15, 2026

This game plans to unlock in approximately 6 months

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About This Game

Driftscape: Void

A 2D space shooter with real Newtonian flight, hand-built boss fights, and procedurally generated worlds you can roll in-game, replay, share, or design from scratch in a free level editor.

▶ Play the demo, free: a complete, winnable run through two of the four sectors. The full game opens all four sectors, plus the rest of the arsenal, modules, and bosses.

Driftscape: Void is a 2D space-combat adventure: pilot a ship through the cooled remains of forgotten star systems, master a growing arsenal of weapons and ship modules, face down towering boss machines, and carve your own path through a procedural campaign — or build one yourself.

What you'll do

  • Fly — Zero gravity momentum. Strafe, drift, and boost to thread dense enemy fire — you carry your speed, so every shot you dodge is a commitment.

  • Fight — Multiple weapon archetypes you swap between in real time. Spread shots, cone arcs, charged beams, orb launchers — each tuned for different ranges and enemy patterns.

  • Gear up — Ship modules expand what you can do: lateral strafe thrusters, a boost burst, a re-tunable engine, a frontal energy shield, a contact radar, and a bird's-eye zoom to read the whole battlefield at a glance.

  • Grow — Collect orbs, level up, and spend upgrade points on hull, recharge rate, and weapon damage. Find permanent weapon pickups that expand your loadout. Lose your orbs when you die — then chase down the soul you dropped to win them back.

  • Survive four difficulty tiers — From "for new pilots" to "no slack, no quarter." Difficulty changes enemy speed, damage, and which entities even spawn on each level.

Four sectors. Your order.

From the central hub, four distinct sectors open at once — Crystal Caves, Ember Hollows, Verdant Deeps, Violet Wastes — and it's your call where to go and how to tackle them. Hunt the key-bosses guarding each sector, claim the permanent keys they drop, and use them to unlock the Vey Artifacts gating your ascension. It's an open, metroidvania-style loop: explore, power up, double back — at your pace, in your order.

Epic boss fights

More than ten unique boss encounters are planned, each a set-piece with its own mechanics and tells. A growing roster is already in the game:

  • Twin Reavers — paired gunships linked by a searing energy tether. Kill one and the survivor enrages, opening a gravity well as it floods the arena.

  • The Coil — a segmented serpent that weaves the room as a moving wall. Only its tail is vulnerable, so peel it down link by link.

  • The Obelisk Eye — a rotating shield-ring with a single gap. Break through, then chase it as it shatters and goes mobile.

  • The Hive Sovereign — a shielded core escorted by guardian pylons. Clear the escort to crack the shield, then weather the bullet-hell that follows.

…plus heavy warships, beam platforms, and melee bruisers — with more bosses landing through Early Access.

Procedural worlds — roll one in-game or design your own

Two ways to make a galaxy. Generate one in-game — roll a complete campaign from a single seed without ever leaving Driftscape: Void.

Want to go deeper? The free, web-based level editor opens the whole campaign up for hand-authoring — place enemies, sculpt rooms, set the rules, write your own intros and lore — starting from a generated galaxy or a blank slate. The official campaign was built with this same tool.

It's deterministic, so the same seed always rolls the same galaxy — share a seed or a campaign folder and a friend pilots your exact world. Custom campaigns drop into the game's levels folder and appear in the campaign picker alongside the official one.

Made something cool? Send it our way — we'd love to play it, and we might feature standout community campaigns in-game (with full credit, of course).

Mod-friendly by design

The official campaign loads from packed assets; your custom campaigns load from disk. The same JSON formats we use to author official content are exactly what the editor exports — no black boxes. Everything you need to make weeks of new content ships with the game.

Constant Improvement

Driftscape: Void is under continuous, active development, and a lot is planned — new bosses, weapons, enemies, modules, sectors, and quality-of-life land regularly. Bugs will happen. Things will change. We document what's shipping, what's planned, and what's broken.

We want your ideas. Drop suggestions in our Discord, post feedback in the Steam community hub, or just play and tell us what felt good and what didn't.

Current status

  • Single-player, with controller and keyboard support. Native Steam Deck verification in progress.

  • Discord and Steam community hub active — devs respond.

  • Roadmap published publicly; player-voted features prioritized.

Join us early, shape what this becomes.

"The wreckage is the map."

AI Generated Content Disclosure

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

We used AI to help in coding the game, and coming up with some of our promotional art assets.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core CPU @ 2.0 GHz (Intel Core i3 / AMD equivalent)
    • Memory: 4000 MB RAM
    • Graphics: DirectX 12–capable GPU with 1 GB VRAM (Intel HD 520 / GTX 650 class)
    • DirectX: Version 12
    • Storage: 500 MB available space
    • Additional Notes: Keyboard + mouse or gamepad required
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core CPU @ 2.5 GHz
    • Memory: 8000 MB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM (GTX 960 / RX 560 or better)
    • DirectX: Version 12
    • Storage: 500 MB available space
    • Additional Notes: Keyboard + mouse or gamepad required
    Minimum:
    • OS: macOS 11 (Big Sur)
    • Processor: Intel Core i5 or Apple M1
    • Memory: 4000 MB RAM
    • Graphics: Metal-capable integrated GPU
    • Storage: 500 MB available space
    • Additional Notes: Keyboard + mouse or gamepad required
    Recommended:
    • OS: macOS 12 (Monterey) or newer
    • Processor: Apple M1 or Intel Core i5 @ 2.5 GHz
    • Memory: 8000 MB RAM
    • Graphics: Apple M1 GPU or dedicated AMD GPU
    • Storage: 500 MB available space
    • Additional Notes: Keyboard + mouse or gamepad required
* 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 / SteamOS 3.0 (64-bit)
    • Processor: Dual-core CPU @ 2.0 GHz
    • Memory: 4000 MB RAM
    • Graphics: OpenGL 3.3 / Vulkan 1.0–capable GPU
    • Storage: 500 MB available space
    • Additional Notes: Native x86_64 build; gamepad supported
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3.0 (64-bit)
    • Processor: Quad-core CPU @ 2.5 GHz (Steam Deck APU class or better)
    • Memory: 8000 MB RAM
    • Graphics: Dedicated or modern integrated GPU (Steam Deck / RX 560 equivalent)
    • Storage: 500 MB available space
    • Additional Notes: Native x86_64 build; gamepad supported
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