Skip to content
Geeky Alien
Simple Shooter

Screenshots

Simple Shooter screenshot 1
Simple Shooter Early Gameplay trailerWatch trailer on Steam ↗

Simple Shooter

Egg Code · Published by Solid Fill Games

2 user reviews — 100% positive (2 reviews) · 24 achievements

Last updated 27 Sept 2026

A neon bullet-hell where the swarm is alive. Outlast escalating waves with pure movement — no cover, nowhere to hide. Just geometry, reflexes, and the void between enemies.

DJCTQ 10Full Controller Support

£3.59

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £3.59 · Highest: £3.5911 Oct 2026

Indie · 2026 · More under £5 games

Navigate through a living swarm of enemies in Simple Shooter, where pure movement and reflexes are your only defense. Experience the intensity of an indie game released in 2026 from developer Egg Code.

About this game

The swarm is a liquid. You are the gap it flows around.


Simple Shooter is a top-down arcade bullet-hell built from pure geometry. No sprites. No textures. Every enemy is a shape — and they move as a single living mass.

You are a cyan square. Your defense is motion.

One Loop. Endless Depth.


Survive escalating waves of geometric enemies. Chain your kills to drive a score multiplier. Hit the kill threshold and a boss drops in — beat it to crack open the next Sector. Then it begins again: a wider arena, a denser swarm, new threats, and a fresh stop at the Salvage Terminal.

The cycle never changes — how deep you ride it is the whole game.

  • Sectors — Each sector grows the arena and thickens the swarm. The deep runs are a different game from the first — and the descent runs as far as you can survive.
  • Salvage Terminal — After each boss, spend scrap on ship systems that change how you survive and universal mods that reshape how your weapon hits. Build your run, your way.
  • Combo Chain — Kill fast enough and your score multiplier climbs. Let the chain break and it resets.

Movement is Your Defense


There is no cover mechanic. No shield button. The dash is your only invulnerability window — a split-second phase, then a recharge. Every decision is spatial. Where you are is whether you live.

Choose Your Doctrine


Lock in one weapon at the start of every run and master it — no juggling a whole arsenal mid-fight:

  • Vulcan — Rapid-fire projectiles. The sustained-pressure stream.
  • Spread — A wide scattergun burst. Short range, brutal against dense swarms.
  • Railgun — A continuous precision beam that locks onto the first enemy in its path and melts it. Range-capped reach and single-target authority — and with the Pierce mod installed, it punches straight down the line.
  • Gravity Anomaly — Deploy a singularity that pulls enemies inward. Crowd control and denial.

Then reshape it. Universal mods change what every hit does — the same set on every weapon. Power (raw damage), Pierce (reach past the first enemy), and Crit (periodic critical hits) escalate your output; Chain (hits arc to nearby enemies), Weaken (slow + damage-over-time), and Rupture (stack vulnerability for focus-fire) bend the fight. Slot-limited, deeply levelable. Every run builds a different gun.

Dozens of Enemies. Named Bosses.


Swarmers flock using emergent AI — no scripted paths. Snipers lock on from long range. Fractals split into fast-moving fragments when destroyed. Shielders protect their neighbors. The Prism hunts in tethered pairs — the energy link between them cuts on contact. Wraiths phase through your shots. Bombers detonate on arrival. Pylons fence off escape routes.

Every sector introduces new threats — and crowns each with a different boss. A rotating cast of named bosses stalks the deep, from the Hive Queen to Corruptor Prime.

Deep Space


In deeper sectors the arena itself turns hostile. Asteroids drift straight through the walls and tumble across the field — shatter them with fire or eat the momentum on contact. Nebula clouds drag your movement to a crawl until you dash clear. And the swarm reads the terrain: enemies steer around the drifting debris while density scales to how hard you push.

Every Sector Is a Place


The void isn't wallpaper. Each sector is its own corner of space — pure black, cut only by the neon of the things adrift in it — and no two runs draw the same sequence.

Leave the orbital plane through a boneyard of dead satellites and a frayed skyhook to a planet that isn't there anymore. Push out past the busy solar shipping lanes near the sun, into the long dark between worlds, across the slow-expanding echo of an ancient cataclysm. Then cross back home through the broken megastructures of where you began. The journey arcs — out, across, and back — but the route is rolled fresh every run.

Neon Minimalism


Simple Shooter holds hundreds of entities on screen at a locked 60fps, because every entity is a rectangle, a circle, or a line. The bare geometry is the look — deliberate, readable, and visually distinct under chaos.

Cool neon is friendly. Warm neon is a threat. You always know where you stand.

Features


  • Steam Leaderboards — global high score and waves survived
  • Accessibility options — color-blind modes, reduced motion, screen narration, HUD scaling
  • Native builds: Windows, macOS (Intel + Apple Silicon), Linux / SteamOS

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i3 or AMD equivalent (Dual-core, 1.8 GHz)
  • Memory: 512 MB RAM
  • Graphics: Any dedicated GPU or recent integrated (Intel UHD 630+)
  • DirectX: Version 11
  • Storage: 250 MB available space
  • Sound Card: Any DirectSound compatible
  • VR Support: Not supported

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Intel Core i5 or AMD Ryzen 5
  • Memory: 1 GB RAM
  • Graphics: Any dedicated GPU or recent integrated (Intel UHD 630+)
  • DirectX: Version 11
  • Storage: 250 MB available space
  • Sound Card: Any DirectSound compatible
  • VR Support: Not supported
  • Additional Notes: 1920x1080 or higher recommended for best visual clarity.

Supported Languages

English

Latest news

  • Patch NotesOfficial

    v1.0.7 — Mortar strikes show where they land + Kill chains run to eight

    Hello everyone — Egg Code here. This one is mostly about telling you what is about to happen to you: three separate things could hurt you without showing you first, and they all now announce themselves. Fixed in v1.0.7 Mortar strikes: an incoming shell now keeps its target ring on the ground for the whole time it is in the air, so you can see exactly where it will land — including when the mortar that fired it is off-screen. Before, the ring switched off the instant the shell launched, and for the full second of flight nothing on the ground told you where the blast was going. Corrupted Minions: a minion about to detonate now marks itself with a hazard ring in the moment before it blows. Keep clear of that ring and the blast cannot reach you — previously nothing on screen showed it coming. (The blast itself is unchanged: same size, same damage, same timing.) Threat Index: several cards were rating the wrong attack and now rate the one you actually meet — the Sniper's card scores its rifle shot rather than a body bump, the Mortar's scores the burning ground it leaves, and the Ironwall's and Interceptor Prime's score their charge and lunge. The Sniper and Mortar in particular move from the middle of the danger bar to the top. Enemies that cannot move now show an empty movement rating instead of a low one, and an enemy that deals no damage no longer shows a damage rating at all. (No enemy or weapon values changed in this patch — the cards were wrong, not the enemies.) Accessibility: the low-health and low-energy warnings on the HUD now pulse more slowly, and with Reduced Motion enabled their flashing is cut by half. Corrupted Minions counting down no longer strobe rapidly between their body colour and white; they brighten smoothly instead. (The red flash around the screen edge at low health is unchanged.) Menu music: the main menu now keeps one piece of music throughout. Opening the high scores no longer swaps it for an older-sounding tune, and backing out no longer dro...
    Read full article on Community Announcements (NeTKCiD)
  • Patch NotesOfficial

    v1.0.6 — Attack warnings that match the attack + a clearer boss fight

    Hello everyone — Egg Code here. This one is mostly about honesty: a run of fixes where the game was drawing a warning that didn't match the thing it was warning you about. Changed in v1.0.6 Boss fights: boss health is now a single aggregate bar, with a row of pips below it showing which bosses have arrived and which are already down. A defeated boss darkens rather than disappearing, so the row reads as three states instead of two. Combo panel: moved to the top left, under your hull and energy, and lost its timer bar. The countdown now lives in the combo number itself — it dims and warms as the chain runs out. It is less than half the width it was. (You may notice the left column reads as one group now; that's intentional.) Accessibility: the combo urgency warning was a hard colour flash at 6 Hz that no setting could turn down. It is now a smooth 2.5 Hz pulse, deliberately below the 3 Hz photosensitivity threshold, and it respects Reduced Motion — which switches the motion off entirely while keeping the colour and brightness cues. Under the hood: your frame rate no longer has any influence on the game itself. A cosmetic effect on the combo panel was quietly drawing from the same random number source the simulation uses, once per rendered frame — so a faster or slower machine could produce a different run from identical starting conditions. Nothing you could see, and nothing that made the game harder or easier, but "the same run" wasn't quite the same thing on two different PCs. It is now. The game also refuses to merge or overwrite a Steam Cloud save written by a newer version than the one you're running, and keeps a copy aside instead — your existing saves are unaffected, and the save format hasn't changed. Fixed in v1.0.6 Enemy telegraphs: four attack warnings were drawing the wrong shape. The Mortar was the worst — its targeting ring was less than half the size of the blast, so a clean dodge to the edge of the ring still hit you. The Prism's tether and the Pylon's...
    Read full article on Community Announcements (NeTKCiD)
  • Patch NotesOfficial

    v1.0.5 — Boss encounter rework + respawn fixes

    Hello everyone — Egg Code here. This one is mostly about boss encounters, and it started with your feedback: the full-screen WARNING banner was doing more interrupting than warning, especially now that a late sector can send several bosses at you. Changed in v1.0.5 The boss WARNING banner is gone. The audio alert stays — you will still hear a boss coming, you just will not lose the screen to a banner while you are dodging. This was the single most common note we got about the gauntlet sectors. The boss health bar now shows the whole encounter. In a multi-boss fight it tracks the encounter as a whole rather than whichever boss happens to be on screen, with a row of small pips underneath showing how many have arrived so far. (Pips only appear when an encounter actually has more than one boss — a single-boss fight shows just the bar.) Fixed in v1.0.5 Splitter bosses were paying out four times too much. A Splitter that broke into fragments paid a full boss reward for every fragment instead of one reward for the whole lineage. That is fixed, so expect noticeably less scrap from Splitter encounters than you have been getting — the old number was the bug, not the fix. Respawning no longer resets the wave difficulty. Using a checkpoint sent the wave escalation back to game-start values, which quietly made the rest of the run easier than it should have been. The respawn indicator tells the truth. It used to advertise a life that sector 1 would refuse to give you. It now only appears when you actually have a checkpoint to return to. Your shots are easier to pick out. Player fire now renders as an elongated streak while enemy fire stays square, so friend-or-foe reads by shape and not by colour alone. (Useful for everyone, and specifically for players using the colour-blind modes.) Under the hood: Windows and macOS builds now report the correct version number in file properties and Get Info — the last few releases identified themselves as "2.0.0" there while the in-game version...
    Read full article on Community Announcements (NeTKCiD)
  • Patch NotesOfficial

    v1.0.4 — Pacing, economy & boss gauntlets

    Hello everyone — Egg Code here. This one is bigger than our last two patches. v1.0.2 and v1.0.3 were fixes; this is our first real balance pass, and it comes from watching deep runs and admitting that the late game had stopped asking anything of you. The deep run is a real run now Late-sector difficulty is unfrozen. Enemy scaling used to flatten out, so sector 12 played a lot like sector 8. Waves now keep escalating the deeper you go — and they escalate by sending more rather than by making everything tankier. Enemy health and damage are deliberately capped so the late game never becomes bullet sponges or one-shot deaths; the pressure comes from numbers, position, and pace. Boss gauntlets. From sector 4 onward an encounter can field more than one boss, building to as many as five in the deepest sectors. They arrive staggered, not all at once — a gauntlet should be something you fight your way through, not a wall you walk into. Boss fights keep the room. Enemies already on the field no longer vanish when a boss arrives. They stay in the fight with you — and clearing the boss clears them, so the room resolving is your reward rather than the price of admission. A tighter economy. Scrap income is roughly halved, and pushing a single mod to high levels now costs steeply more than it used to. Builds should require choices again instead of buying everything by sector 6. No more stalling. Waves now have a spawn deadline that tightens each sector, so a thinned-out wave keeps moving instead of leaving you sweeping an empty arena. Fixed in v1.0.4 Splitter boss: fixed a Splitter fight that could end the sector early while the boss was still alive. This one was live in v1.0.3, so if you ever had a sector end while something large was clearly still on screen — that was this. Boss rewards: boss scrap payouts were being cut short on nearly every boss in the game. They now pay what they should. High scores: entries with identical scores now sort consistently instead of shuffling bet...
    Read full article on Community Announcements (NeTKCiD)
  • Patch NotesOfficial

    v1.0.3 — Accessibility dialog fit + Pilot Stats audio polish

    A small polish patch. Fixed in v1.0.3 Accessibility dialog: the first-run "Configure Accessibility?" prompt no longer overflows its box — and dialogs now always grow to fit their text, including at larger Text Size settings. (You may notice dialogs are slightly wider across the board; that's intentional.) Pilot Stats: opening Pilot Stats from the pause menu now correctly keeps the game music paused, matching every other pause screen. Found something? Bug Reports & Tech Support has a template that goes straight to the people who wrote the code. 💙 — Egg Code · Solid Fill Games
    Read full article on Community Announcements (NeTKCiD)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.