Gunmetal Orbit

Gunmetal Orbit

No Reviews · 0 reviews

Screenshots

Gunmetal Orbit screenshot 1
Gunmetal Orbit screenshot 2
Gunmetal Orbit screenshot 3
Gunmetal Orbit screenshot 4
Gunmetal Orbit screenshot 5
Gunmetal Orbit screenshot 6

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, build an orbital outpost, and push through 10 to 30 waves of roguelite chaos, or keep going in Endless.

Single-player

Platforms

Linux · Windows

Developer

Austin Spraggins

Publisher

LineCrush Games

ActionIndie2.5D3DAction RoguelikeArena ShooterBase BuildingBullet HellCombatControllerMiningProcedural Generation

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 a growing orbital outpost 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.

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 for a few seconds. A heavy cargo hold also draws Corsairs that want it. Bank early and stay safe? Or get greedy, hang around too long, and try to bring home one more load?

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.
  • Fill open slots with duplicate weapons or combine matching copies through four tiers. Tiers III and IV change how weapons fight with extra projectiles, forking beams, more blades, larger drone swarms, deeper burns and freezes, etc.
  • Stack level-up stats, passive items, weapon tags, ultimates, lifesteal, attack speed, mining power, cargo bonuses, and more until the run starts getting completely out of hand.
  • Pick from nine spacers. Some are straightforward. Some change the rules, like doubling cargo greed, rewarding empty weapon slots, or charging an ultimate through near-misses instead of kills.

YOUR STATION IS PART OF THE BUILD

Every run starts around a small orbital station. As you clear waves, it grows through sentry, shield, refinery, forge, drone, and launch modules. Upgrade them, evolve one into a specialized branch, and eventually choose a command protocol for the entire outpost.

Placement matters too. The outpost has eight compass positions, and your defenses work from the slots where you install them. Move the important pieces toward the next attack lane, or build around mining and cargo instead. The station can fight, block bolts, recover ore, and overclock your gear, 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, more boss pressure, and richer payouts.
  • 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 they are not just larger enemies. 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.

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, Daily Contract scores, and a permanent WIN MATRIX that tracks every spacer against every hazard. A hull breach ends the run for real. Docking checkpoints your run, and if you stop mid-wave you will return to the last checkpoint. Three save slots can hold three separate runs.

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.
  • 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.