Super Station Swarm

A space station, infinite waves, and a screen full of vector geometry trying to kill you. Your turrets auto-fire. Your satellites orbit. Everything else is your problem.  Bullet-hell-yeah!

There are no sprites. Enemies, bullets, every arc is drawn with raw lines and circles. Inspired by Geometry Wars style vector art that fills the screen once things get hectic. Runs are 5-20 minutes, there's no ending to reach, and the wave counter just keeps climbing until your station doesn't.

The Auto-Aim Is Good, but it's Not Good Enough.

Your weapons pick the nearest target and shoot it. Solid plan, until a pack of flyers starts orbiting your station and the auto-aim can't lead them. Or a tank floats through the blind spot your satellites aren't covering. Or an elite armored scout soaks every bullet while three drones drop mines behind it.

Missiles and lasers always track their targets. Cannons are different — you rotate the whole station to aim them, and there's a toggle that switches every cannon between assisted-aim, auto-aim or fully manual lead. Knowing when to flip that mid-wave is the kind of thing that separates a 12 wave run from a 25 one. The auto/assisted-aim handles the fodder. You handle everything the fodder is hiding behind.

Every Upgrade Card Has a Cost

Level up, pick 1 of 3 cards. Cards target individual weapon mounts. Boosting damage on your flak cannon does nothing for the missile launcher. You're building each turret as its own but in combination with the rest.

Once a satellite's weapon slots are full, new weapon cards become replacement offers. That railgun looks great, but the card is telling you it's swapping out your piercing cannon to make room. 17 upgrade types across 8 weapon classes, each one pulling your build in a different direction. There's a pity timer so you'll always see great offers, but what you do with them is on you.

Dying Is Productive

Every kill across every run feeds a shared XP pool. That XP buys permanent upgrades — starting weapons, extra satellites, shield stacks, thicker hull, bigger bombs. The skill tree branches and has prerequisites. Maxing Station Hull unlocks Nano-Repair Swarm. Starting Satellite leads to Satellite Shields leads to Armory Module.

You get stronger but every upgrade you buy adds 3% to enemy wave budgets. The game scales to match your investment. A fully loaded station with 5 shielded satellites and overcharged weapons sounds dominant until wave 15 shows up with a threat budget that knows exactly how strong you are.

3 Retro Mini-Games

Every 3 waves, a quick mini game gives you the change to earn additional XP (bronze), an extra upgrade (silver) or a satellite restore card (gold). A random filter is applied to each game for added nostalgia! 

The Fun Part Is Picking a Lane

Stack damage and fire rate on one satellite cannon until it's doing the work of three. Go wide with max satellites, each with its own shield barrier. Invest everything into bombs and clear the screen when density gets out of hand. Or chase the combo system — 40 consecutive kills triggers tier 5, which gives you a 4x score multiplier, 1.5x fire rate across all weapons, screen-clearing shockwaves, and phantom echo targets that keep the streak alive between waves. Miss one kill window and the whole thing collapses back to zero. So kill fast, kill more.

Play It Your Way (As I said to Delores Montenegro)

Three visual filters to try: 

  • CRT gives you scanlines and chromatic aberration for the classic arcade cabinet look
  • 8-Bit crushes everything down to four shades of green on fat pixels, get that nostalgia going. The GB could never pull this off but you can pretend it could :D
  • Retro keeps your colors but reduces everything to 64 shades with the same chunky pixel grid
  • Or keep it simple and play clean vector. All cosmetic preferences

Three difficulty tiers with separate local leaderboards. Hard mode is genuinely hostile — 3x elite spawn rates, bosses every 5 waves, 4x enemy HP scaling. The full upgrade tree takes a few hours of runs to finish. Each run is a bus ride, a lunch break, a "one more" before bed. Phone, Steam Deck, desktop — wherever you've got 15 minutes and an appetite for vector carnage!

All visuals are procedurally generated in code. Inspired by some of my favourite games like GW and Seraphs last stand :) performance is questionable in later moments on web.. will be releasing to steam and mobile stores shortly. 

Built with love in Godot

Published 1 day ago
StatusIn development
PlatformsHTML5
Author00sully
GenreAction, Survival
Made withGodot
Tags2D, Arcade, Atmospheric, Bullet Hell, Game Boy, Godot, Indie, Space, Top-Down
LinksSteam
AI DisclosureAI Assisted, Sounds

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