ASTRAL DRIFT - survive the neon dark.

Your ship drifts in an endless void. The swarms never stop coming. You don't aim — your weapons fire on their own. You move, you dodge, you collect, you grow. Every level-up is a choice; every choice bends your build toward godhood or doom.

A fast, replayable bullet-heaven roguelite you can play in your browser — solo, or with a friend on one screen.

Features

๐Ÿ”ซ 11 weapons, each with an evolution — blaster, spread, orbitals, nova, homing missiles, chain lightning, flamethrower, boomerang, railgun, proximity mines and an auto-firing drone. Max a weapon + the right passive โ†’ a devastating evolved form.

๐Ÿงฌ Deep builds — 10 passive upgrades including lifesteal and thorns, weighted level-up picks, and game-changing synergies. No two runs feel the same.

โšก Adaptive difficulty (Threat Clock) — the heat tracks your power, not the wall clock: out-level the curve and cruise at full HP and the threat (and enemy damage) ramps to match. A juiced build never trivialises the early game.

๐Ÿ‘พ 14 enemy archetypes — grunts, swarms, tanks, splitters, runners, ranged shooters & snipers, kamikaze bombers, brutes, orbiters, blink teleporters, shield-bearers, healers and spawners — plus elite orbital waves.

๐Ÿ’€ 8 bosses with real fights — telegraphed attacks, phase escalation at 66% / 33% HP, bullet patterns to read and dodge.

๐ŸŒ Locations with hazards — a drifting asteroid belt, a black hole that drags you in, a laser grid, and a meteor-struck corona — plus calmer hazard-free skies.

๐Ÿš€ Pick your pilot — 7 ships, each with its own stats and starting weapon, unlocked through play.

๐ŸŽฎ 8 game modes — Endless, Timed (survive to the final boss), Boss Rush, Hardcore, seeded Daily Challenge, Waves/Arena, plus local Co-op and Versus (2 players).

๐Ÿค Local co-op & versus — two players on one screen, independent builds, sudden-death: the moment one ship goes down the run is over. Co-op: share the run and survive together or fall together. Versus: last ship standing — your auto-fire even turns on your rival when the swarm thins, with a lock-on telegraph and an i-frame dodge-roll to outplay the volley. Dynamic-zoom or split-screen camera.

โฌ†๏ธ Meta-progression (The Tower-style) — bank shards between runs, spend them across a deep 10-track Arsenal of permanent upgrades, chase 12 achievements that unlock new ships and weapons, and Ascend to start at higher threat for bigger payouts.

๐Ÿ“– In-game Codex — a full bestiary & arsenal: every enemy, boss, weapon, passive and pilot with stats. Unseen foes stay blurred silhouettes until you meet them in battle — discovery without spoilers.

โ™ฟ Accessible — colorblind palettes, full key rebinding (both players), gamepad & touch support, English & Russian.

๐ŸŒ Plays anywhere — runs in the browser, installable as a PWA, works offline.

Early Access: ASTRAL DRIFT is fully playable now and growing. Expect new bosses, weapons, and content on a regular cadence — your feedback shapes what comes next.

Updated 18 hours ago
Published 2 days ago
StatusIn development
PlatformsHTML5
Release date 2 days ago
AuthorArcstone Games
GenreSurvival
TagsArcade, Bullet Hell, Controller, Local multiplayer, Neon, Roguelite, Sci-fi, Singleplayer, Survivor-like, Twin Stick Shooter
Average sessionAbout a half-hour
LanguagesEnglish, Russian
InputsKeyboard, Touchscreen
AccessibilityHigh-contrast
MultiplayerLocal multiplayer
Player count1 - 2
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Development log

Comments

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(+1)

I got far enough that I was basically unkillable, and then I think I quit wrong and I didn't get any shards. I don't know the right way, but please make using escape to go back to the menu work. And ideally, save how many you got every minute or so so even if you quit in the middle of a game it gets saved.

Thanks so much for the detailed report, DanielLC — this is exactly the kind of feedback that helps.

Both issues are fixed in the next build:

  • Escape now takes you back to the menu. Press it once to pause, again to return to the menu (it also backs out of the settings screen). 
  • Your shards are now saved during the run — automatically every ~20 seconds, and again whenever you close or switch away from the tab. So even if you quit in the middle, you keep everything you earned.

On being "basically unkillable": that's a known issue I've been reworking — enemy damage (not just HP) now scales with an adaptive difficulty clock, so late-game runs should stay dangerous instead of turning you immortal. Would love to hear how it feels once the update is live. Thanks for playing! ๐Ÿš€