
Screenshots

Watch trailer on Steam ↗Ark Odyssey
BinaryStella · Published by BinaryStella
Last updated 28 Sept 2026
Ark Odyssey is a top-down arcade shooter that lets you command an army of starships to fight against the force of void! Gather your fleet into formations, and build your team of evolving synergistic compositions. Order your army of Starforce through space and protect the cosmos!
Action, Indie, Strategy, Early Access, Casual · 2026 · More free games
In Ark Odyssey, direct a squad of evolving starships to defend the cosmos against void forces. Form strategic formations and lead Starforce across space in this unique action-strategy game from BinaryStella.
About this game
Ark Odyssey is a top-down arcade shooter that lets you command an army of starships to fight against the force of void!
You will be able to recruit a wide variety of starship squadrons, each one having a unique design and origin, custom passive, attack pattern, and special abilities! Build your very own fleet of unique squadrons by freely customizing unit composition into each different formation.
Become a tactician on the battlefield, shift between different formations in combat for greater advantage, and focus fire with your squadron at crucial moments to turn the tides of battle!
Key Feature
Create a unique build of fun and dazzling fleet of starships. With more than 50+ unique squadrons of starships and 100+ artifacts, you will be able to assemble your very own different army each run.
Highly customizable team building. Freely adjust unit composition for each different formation, plan attack order and ability.
Adaptive gameplay. Build your fleet however you like, focus on your ace frigate, or squadrons of agile fighters, or assemble an army of death lasers!
Feel like tactician on the battlefield. Dynamically shift between 3 different formations, command your fleet to focus fire and chain abilities in sequence.
System Requirements
Will my PC run this? →Minimum
- OS *: Window 7 and later
- Memory: 4 GB RAM
- Storage: 4 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Stellar Log 12: Personality Core Constellation Preview
Hello everyone! Been a while since the last dev log, I just happen to finally have something to show so let's get into it! So a little bit of a detour I've been learning a lot from my workplace as a game developer. Been spending a lot of things to organize my database for easier tweak and balancing. Setting up tools and excels, and framework and everything. So I can easily change various values and input to the spreadsheet for the formula to update and tweak automatically with a simple button to download it back into the project. But yeah, now let's get back to the main topic of this dev log. Personality Core: Constellaion If you've played the demo before you'll see the interface teaser about this feature. So now I'm integrating constellation into the gameplay loop! I'll have to playtest this for more feedback but for now, let's take a look at the overview! You can unlock Personality Core Constellation through meta progression at the system expansion upgrades. Each personality core has its unique constellation, which is basically a skill tree. {STEAM_CLAN_IMAGE}/44765703/c7641311a1a9b408b34f5d9a1a689b5a19bbd7a0.png CORE PASSIVE At the middle of all constellations is the core passive. This is the bread and butter of the constellation and the playstyle it can provide. Not only does it provide a unique gameplay mechanic but it comes with a dedicated interface to go along with it! {STEAM_CLAN_IMAGE}/44765703/7c3d0b47354d845b46538eb8cab54ac532a9827d.png {STEAM_CLAN_IMAGE}/44765703/ceb2df4245c7a54a4901814bcbd418fe74eedf12.png {STEAM_CLAN_IMAGE}/44765703/a0b03c59dd5c3477b25423553cfe07652ffa4d26.jpg CONSTELLATION NODE You can unlock other nodes like any other skill tree, each constellation has different branching nodes, and each offers a different experience to accompany the core passive. Nodes are separated into 3 tiers, the tier represents the cost needed to unlock and their power. I'm still thinking about how to balance the point. But for now, the primary method to colle...Read full article on Community Announcements (Delta)Patch NotesOfficial
Stellar Log 11: Rework Update
Finally got some time to show for the major rework I’m working on! Sorry about the silence as I said in the previous update, I’ve been busy getting accustomed to my new work life. So let's get to the menu! Before I release this rework update, I wanted to have some significant content for player to experience even if its just a demo. Well, I think that the way to go, have the player taste all forms of content in the demo before I expand it further in full release. These are some features I’ve been cooking and that I’d like to share! Recap: Main Game mode, Odyssey I don’t remember how much I’ve explained about the new game mode but I’ll briefly introduce it again. As players start a new run, they will be entering a big arena filled with various obstacles, interactable, events, and rewards to find. But time is essential because this big area will start to shrink smaller and become much more hostile over time. Once players are finished with the area, they can call for the teleporter to escape to a new area and repeat the process. There will be a set limit number of areas players are able to explore before being forced to fight the final boss. So basically the goal is to try to gather as many resources as possible and get stronger before the time up and fight the boss! {STEAM_CLAN_IMAGE}/44765703/9321ede91e02f82b4f141357864ff1d2b210b946.png Point of Interest & Hazard Continuing from the last dev log, a unique point of interest and hazard will be introduced to each level. Points of interest can range from simple interactable that give you a small reward, to a full-on side quest to complete for huge payout. While hazards will be things like obstacles that randomly spawn to environmental damage or mechanics. The main things to note are unique mechanics and global hazards that will be added to each level. For example in the first level (Astral Ocean) There is a special structure called Observation Tower. They can be scattered around the playable area. Players need to activat...Read full article on Community Announcements (Delta)Patch NotesOfficial
Game Status Update! (Stellar Log: 10)
Greetings everyone to the dev log yet again! Since the last dev log you might see that there have been fewer updates on the project overall. Simply put, I've just got a full-time job as a game dev for a small indie studio called BitEgg Inc. They have quite a promising title coming, which has stacked up quite a bit of a wishlists. That is none other than "Lost and Found Co." It's been an honor and a great experience so far! https://store.steampowered.com/app/2101390/Lost_and_Found_Co/ Now that I graduated from unemployed to fully employed, the speed of progress on my game has been greatly reduced. As I've been working on the game on and off. This past month I've dealing with moving places and family members, settling into my new work life and schedule. Like an unannounced hiatus break. (Which explains the slow update) To trace back the history of this game. It starts as a thesis project for my game design class. I wanted this game to be more than just a student project, so I pushed it forward and entered various events. Now we are here, way further than what I initially planned. At the start, I plan to make a small game for a fast release. But now that I've got a job, there is no need to rush but all the while less time to work on it too. So this is how the plan for this game going forward in the next year! I will keep working on the game and fully intend to finish it. With this opportunity, I won't have to rush to release it but take my time to polish it to satisfaction. Originally this would take just a year to finish, but now going forward it would probably need a few more years. (Ideally one or two years.) Also now that I'm not a broke college student I can put more funds into other aspects like art and sound. And hopefully, I can gain more experience from work to make my game even better! It's going to be a long journey onward from this point. I'll be glad if you are interested in following this adventure. And fully understand the dissatisfaction with the change...Read full article on Community Announcements (Delta)AnnouncementsOfficial
Stellar Log 9: New Game Mode Odyssey!
Hello there everyone. Welcome to the monthly dev log! Since the last dev log, I've been pretty quiet. I was prototyping a new game mode, which is the main topic I'd love to get into in this dev log! So basically I've tried to look at the comments and feedback for real this time. Mainly the game already has a promising concept but the execution left much to be desired. Instead of fixing and improving on those suggestions. I like to try a different approach and change from the foundation itself. New Game Mode: Odyssey Combining the previous game mode of standard wave base with more hoard base and a mix of exploration. {STEAM_CLAN_IMAGE}/44765703/2d02104ee05683fec996ff3660ebb837e376e818.gif TLDR: Your goal is to race against time to gather resources and become as strong as possible before fighting the final boss in the run. Level, Zone, and Area Explanation The game will have 3 different levels each with its unique traits. A level has 3 zones that the player can unlock. Each new zone provides higher difficulty and a slight variation from the last. Players can select a zone to start a run, where they must progress through multiple areas until reaching the final boss. Basic Game Loop Upon entering a new area, the player will be randomly spawned around a big map. The space is filled with different events, points of interest, obstacles, and interactable. Similar to horde survival and vampire survivor clones, there will be a timer and enemy spawn. But every once in a while, the player will be invaded by a special encounter. (NOTE: Unlike VS-Clone, enemies don't drop as many resources. The primary method of gathering resources is for the player to explore, interact, and complete different events and points of interest.) Once the player is done with the area, they can call for a teleporter to the next area whenever they are ready. But the cooldown will get longer each time. During the teleporter event, they must survive 30s against large horde of enemies. (NOTE: Previously th...Read full article on Community Announcements (Delta)Patch NotesOfficial
Small Update Patch Note 0.7.2.3
This is a small update that fixes a lot of minor issue and optimization. Changes: -Minor interface update. -Adjust various artifact or effect not working as intended. -Tweak camera setting to be smoother. Added: -Update option settings, now included attack opacity option. Optimization: -General optimization when spawning object such as projectile and enemy unit.Read full article on Community Announcements (Delta)






