Gunmetal Orbit

Gunmetal Orbit

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Screenshots

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Description

Fly a heavy mining exosuit through a 2.5D asteroid field, stack up to six auto-firing weapons, and fight while you mine. Risk your cargo for bigger payouts, power up your orbital station, and take down a boss every five waves across 10 to 30 waves of roguelite chaos, or keep going in Endless.

Released

September 10, 2026

Price

$4.99

Platforms

Linux · Windows

Last sync

October 8, 2026

About

I made Gunmetal Orbit because I love Brotato and other roguelite bullet hell games.

I love the short runs, auto-firing weapons, ridiculous builds, and that point where the whole screen fills up and somehow you are still alive.

But, I wanted to make my own and change the loop in a few ways. So, I put it in a 2.5D asteroid field, gave you a heavy mining exosuit with up to six weapons, and made mining, risky cargo, and your own orbital station part of the run.

That became Gunmetal Orbit.

FLY, FIGHT, AND MINE AT THE SAME TIME

Your weapons fire automatically. Everything else is on you. Fly with twin-stick controls, dodge incoming fire, dash through openings, crack asteroids, collect ore, and decide when it is finally time to head back to the station. Or hold the trigger and Tether Home, a live wire that winches you back while your guns keep firing.

And the ore is not just another pickup. Carrying more increases the payout, but a full hold slows you down and taking a real hit knocks chunks back into the field. Fly further out and your Signal Heat climbs, so the rocks get richer and the elites show up more. Hot Ore pays 3x, but everything hunts you harder while you carry it. Bank early and stay safe? Or get greedy, hang around too long, and try to bring home one more load?

Every wave has something else going on too. Survey Beacons to claim, Derelict Caches to crack, Distress Calls, rich veins, a Void Siphon that vacuums up the whole field, and sometimes an Ore Smuggler that never fights back. It just runs for the edge with its stolen cargo, so chase it down.

BUILD SOMETHING RIDICULOUS

  • Equip up to six auto-firing weapons from an arsenal of 28. At full load, two are in your hands and four are carried by articulated gun arms mounted to your suit. And yes, six SMGs at once is a real build.
  • Combine matching weapons through four tiers. At Tier IV you pick an Overclock: a clean upgrade, or an unstable one like rounds that ricochet off asteroids or railgun shots that bore through rock and fling the ore.
  • Stack items, duo items, element reactions (freeze a burning enemy to SHATTER it), cursed contraband gear, lifesteal, attack speed, cargo bonuses, etc. until the run starts getting completely out of hand. And banish the cards you never want to see again.
  • Pick from twelve spacers, each with their own ultimate. Some are straightforward. Some change the rules, like towing your ore behind you as a chain that grinds enemies, or charging an ultimate through near-misses instead of kills.
  • A boss shows up every five waves. Take it down and grab the Artifact Core it leaves in the wreck, then pick one of 15 Artifacts, like surviving a killing blow once a run.

YOUR STATION IS PART OF THE BUILD

Every run starts around a small orbital station, and every load of ore you bring home charges its Uplink. The greedier the haul, the faster it fills. When the meter is full, every system you have installed fires at your fight, wherever you are: an orbital lance on the toughest enemy near you, a shield on your ship, drones that grab loose ore and bank it, an overclock surge, an echo of your best gun, or a repair beam.

Fill four bays over the run, upgrade each one, and take it to a specialized branch at tier III. The station hits hard, but it will never clear the wave for you.

MAKE EACH RUN FIT THE TIME YOU HAVE

  • Standard runs scale from 10 waves at Hazard 0 to 30 waves at Hazard 5. Higher hazards bring earlier elites, denser waves, and richer payouts, and the late waves hit back hard.
  • Mining Rush turns the loop into 10 shorter 45-second waves. Endless keeps going until your build finally breaks. Union Rules locks the shop to mining tools and asks you to make it work anyway.
  • The Daily Contract gives every pilot the same spacer, sector, hazard, and seeded 14-wave run. One attempt each day. One score on your Service Record.
  • Choose THE DRIFT and let the belt change as the run goes, or pin the whole run to a sector built around dense salvage, ion surges, crystal clusters, wrecked ships, or radiation pulses.
  • Bosses rotate between four different machines, and you meet all four before any of them comes back. One launches mortar volleys. One blinks across the field. One tries to swallow the asteroids before you can mine them. And Hazard 5 ends with two bosses at once.
  • Died on a wave? Retry it with the build you launched it with, or restart the whole run without going back through the menus.

KEEP THE THINGS YOU EARN

Wins and lifetime feats unlock new spacers, prototype weapons, relics, and sectors. No meta currency. You earn new options by actually doing something in the game.

Your Service Record keeps every run, your commendations, every boss you have taken down, Daily Contract scores, and a permanent WIN MATRIX that tracks every spacer against every hazard. Docking checkpoints your run, and if you stop mid-wave you will return to the last checkpoint.

BUILT FOR STEAM DECK FIRST

  • Gamepad-first twin-stick controls with native button prompts. Keyboard and mouse are fully supported too.
  • Native 1280x800 with the UI designed around a 7-inch screen, and graphics presets from a Steam Deck mode up to Ultra on PC.
  • Short waves and dock checkpoints make it easy to stop after one round or keep pushing for a few more.
  • A hard-hitting dubstep soundtrack keeps playing through the fight and the Outfitter.
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