Cosmonator is an 'RPG-em-up': a hybrid of classic fast-paced top-down shoot-em-up action infused with deep character building elements. Build up your own unique alien-killing machine to avenge the destruction of planet Earth!
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Release Date:
Nov 21, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“Cosmonator is already full of awesome content and is fully playable, but we are looking to expand the content some more and to balance what we already have in order to make the total gaming experience as awesome as possible. We'd love to involve the Steam crowd in this process. The feedback we've been getting from testers of the current version of our full game (and of players of our free demo) up to now has increasingly helped us to understand what works and what doesn't, and we'd like to widen the audience in this respect while we work on finishing the game.”

Approximately how long will this game be in Early Access?

“We predict 2-4 months, approximately, but really depending on how much feedback we get - and to what extent the feedback we get encourages us to make any dramatic changes to fundamental aspects of the game, in which case it might take a bit longer.”

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

“While much of the raw content of the game already exists in fully playable form, we are planning on adding additional content in the form of some extra spells, levels, bosses, and abilities; but we intend to draw on user feedback in order to determine how exactly we will shape our existing ideas for such additional content. We are also expecting to make changes in the balancing of certain already existing gameplay and upgrade mechanics (the spellcasting system, ranking / cash earning, length of levels, character progression, etc) according to user feedback, as some of these 'RPG' style aspects of the game are quite complex and we are unsure of how different users will experience them.”

What is the current state of the Early Access version?

“The game is already fully playable and well on the way towards being finished, but there are some key areas where we intend to flesh out and add content according to user feedback, as discussed above.

At the moment, players can expect the following: More than 50 levels, fully designed and balanced, and populated by an assortment of enemies, turrets, minibosses and bosses that each have their own unique characteristics; tons of passive upgrades and abilities to buy in the shop as you gain ranks and cash; more than 40 unique active spells that can each be upgraded in different ways; and a special roguelike 'Gauntlet' mode that pits you against an increasingly difficult current of random enemy waves and specially designed enemy events, complete with a competitive high-score leaderboard system that is incorporated into the Steam infrastructure.

The graphics and design of the existing levels as well as the basic action dynamics of the game are all in place and are already decently polished, so players can expect to enjoy a gameplay experience that is fundamentally very close to the way we've intended it for our final launch (unless we receive overwhelming feedback that prompts us to make changes in this field).”

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

“We intend to charge slightly less during our Early Access period; the price will likely be increased by about 15% when it is fully released.”

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

“We already have a free demo out online which we are using to get as much basic feedback as possible, but we would like to work with the steam community through Early Access to get people who we know are genuinely interested in our game involved in actually shaping it. (There are several channels for this: email, our page on, our upcoming page on IndieDB - which we will launch as soon as we launch Early Access - and of course the Steam Page itself.) We are also keen to hear about any cool surface ideas that users have that we could incorporate into our game at this stage. Even regarding the large amount of content that we feel is already fully fleshed out, we are more than happy to go back and do some rewriting and balancing, if prompted by sufficient user feedback.”
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Recent updates View all (7)

June 8

Cosmonator update 2.7.1 released

We have released a content and balance update for Cosmonator!

Please enjoy!

  • New level: Hangar Bay (episode 1).
  • New spells: Toxic Blast, Shockwave, Energize, Barrier, Energy Syphon.
  • New mastery: Energy Master.
  • New gauntlet events.
  • New enemy types: Rotating Orb (various subtypes), Parallel Turret.
  • New feats: Conservation, Energy Snatch, Spell Focus.

  • Overall color intensity and contrast enhancement.
  • Added explosion effects and more intense screenshake upon enemy death explosions for added carnage.
  • Continued reward curve adjustment.
  • Some spells balanced; Mystic Ball behaviour changed slightly; EMP effect of Laser Bolt slightly nerfed; Chaingun duration slight nerf; Flurry and Frenzy durations improved.
  • New enemies inserted into various existing levels; levels adjusted and polished.
  • Sell allowance increased.
  • Sell cost documentation inserted into shop screen's sell option.
  • Swarm made more difficult, as it is now after Hangar Bay.
  • Some background entities' graphics polished.
  • Bullet casings effect added for chaingun.

  • Spell selling fixed.
  • Hotkeys can no longer cast unowned spells.
  • Hotkey is cleared when spell is fully sold.
  • Chaingun rate of fire documentation fix.
0 comments Read more

March 28

Cosmonator update 2.7.0 released

Another big update! Sorry for the wait! The much-anticipated sell functionality is here, but in a limited scope so that we can see the effect. You will also receive the challenge reward if you finish a level while meeting the bonus requirement the first time you attempt it. This should reduce the amount of compulsory replaying of levels. We have also added quite a bit of content (levels and enemies) and polish. The reward curve has been adjusted even further to be more forgiving.

Please note that at this point, you cannot sell Master Upgrades! There are too many other upgrades and spells that are unlock-dependent on Master Upgrades in some conditions, so for now we are keeping them unsellable. In the future we will consider making it so that you can sell a Master Upgrade once you’ve sold all other dependent upgrades and spells first.

Thanks again from the bottom of our hearts to everyone that has bought and played Cosmonator and especially to everyone that has given feedback!

Please enjoy this update! Full details follow:

  • Sell function, with limited sell allowance
  • New level: Ritual Chamber (episode 3)
  • New enemies: Cash Ship, Large Cash Ship, Adjudicator, Adjutant, Dome Turret, The Magus (miniboss)
  • Bonus rewards (75 % health level completion) are now available upon first attempts at missions; no need to replay
  • Much rebalancing of rewards and some redesign of existing levels in order to accommodate this new system
  • Some individual levels are now locked when playing on lower difficulties. This includes Ritual Chamber (only available on Hardcore)
  • Laser Spirit changed slightly; more focussed laser firepower straight ahead
  • Some spells slightly rebalanced (very little of this this time around): most notably, Energy Reap nerf, Mystic Ball nerf, many duration buff spells duration improved
  • Even less rank penalty on later ranks
  • Spell gem upgrade description always visible in shop screen even when you don’t have a gem
  • Spell charges are now shown in centre screen text popup when spell is cast
  • Very slight difficulty adjustments to broaden the difficulty spectrum - some aspects have been made easier on Rookie and Normal, and some aspects have been made harder on Hardcore and Impossible
  • Medikit enemies added in many later levels, but those levels also made harder; notably Heart of Darkness
  • Victory / reward screen polished
  • Laser Lance duration fix
  • Drone and Mastery shop screen locked item bug fixes
  • Time Sphere / laser interaction bug fix
  • Reap cash increase bug fix
4 comments Read more
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“Old school arcade-shoot-em-up thrills and a deep RPG-style progression system... a very impressive RPG-em-up!”

“Feels like the sequel that Tyrian never had... the power-up system runs deep, the challenge ramps up nicely to take advantage of the player learning how to exploit it, and the levels keep coming up with new enemies and challenges to keep you on your toes.”
Hardcore Gamer

About This Game

Cosmonator is an 'RPG-em-up': a hybrid of classic fast-paced top-down shmup action infused with deep character building elements.

Slowly build up your ship to suit your particular playing style: perhaps you prefer a passive build that focusses on high firepower, strong sideships, specially customised homing missiles and a drone that fires automatically at any moving enemies? Or a tank build with strong shields, armor, and defensive special abilities? Or a caster with numerous devastating special attacks - and the ability to control time? Each weapon, upgrade, ability and spell in Cosmonator is separately customisable so you can build up exactly the character you want. Add to this a massive level content, including a legion of epic boss battles, and you're guaranteed to keep coming back for more - even after the first playthrough.


30+ passive upgrades including various firepower and missile upgrades, sideship upgrades, drone upgrades, shield and armor upgrades, and a variety of special feats - allowing you to craft a customised build that suits your desired play style

40+ unique spells that can be upgraded to various strengths; some spells can be augmented to alter their effects in specific ways

40 hand-crafted levels that shape the core of the game

20 extra optional challenge levels

More than 15 epic boss battles

An endless roguelike gauntlet mode that continuously increases in difficulty and measures your ability against other players on the leaderboards

Controller support

System Requirements

    • OS: Windows XP, Vista, 7, 10
    • Processor: Intel Core 2, 2ghz
    • Memory: 1 GB RAM
    • Graphics: 128 MB Video RAM and at least Shader Model 2.0
    • DirectX: Version 9.0
    • Storage: 1 GB available space
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