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PigPonyPocalypse

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PigPonyPocalypse screenshot 1
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PigPonyPocalypse

Alterhead Games · Published by Alterhead Games

Last updated 28 Sept 2026

A hardcore Boss Rush mixing bullet hell and high-end MMO raid mechanics. Solve the encounter and execute your strategy to survive brutal challenges. But surviving is not enough. Think you can maximize your damage under pressure? Prove your mastery and compete on the Global Damage Leaderboards.

Free to PlayComing SoonDJCTQ 10

Free

View on Steam

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

Action, Indie, RPG · 2026 · More free games

About this game

As the relentless Swine Legion tears through the pony lands, a trio of heroes steps into the breach. Stand your ground, master your abilities, and put an end to the apocalypse.

PROVE YOUR SKILL

Compete against the best players worldwide on the Global Damage Leaderboards. Due to the high difficulty of the encounters, earning a top spot here is truly meaningful.

FACE THE TRUE CHALLENGE

Two distinct difficulties for every boss. Higher tiers reinvent the fight with entirely new mechanics and redesigned phases.

SHAPE YOUR PLAYSTYLE

Customize your approach with a Talent system that fundamentally changes the way you do damage.

BULLET HELL MEETS RAID BOSSES

Go beyond dodging. Drop hazard zones away, intercept beams, soak mechanics, and beat strict enrage timers.

COMMAND THE CHAOS

Use Time Freeze to handle complex situations and synchronize your party's actions.

ZERO GRIND

No trash mobs or gear gates. Your progress depends entirely on your execution.

ORIGINAL METAL SOUNDTRACK

An original score composed, performed, and recorded specifically to match the intensity of the boss encounters.

System Requirements

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Minimum

Minimum:
  • OS: Windows 10 (64-bit)
  • Processor: Dual Core 2.4 GHz
  • Memory: 4096 MB RAM
  • Graphics: Integrated Graphics or dedicated card with 1GB VRAM (DirectX 11 support)
  • DirectX: Version 11
  • Storage: 500 MB available space

Recommended

Recommended:
  • OS: Windows 10/11 (64-bit)
  • Processor: Quad Core 3.0 GHz or better
  • Memory: 8192 MB RAM
  • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 or better
  • DirectX: Version 11
  • Storage: 500 MB available space

Supported Languages

English*, Russian, Simplified Chinese
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update: New Boss, Talents & DPS Tracking

    Hey everyone. After the first playtest and watching how players approach the first boss, I’ve spent the last few weeks expanding the game and building the second encounter.Boss 1 Tweaks: Closing the ExploitsI received a lot of great feedback from players who beat the Arcane Corrupted Piglet. Surprisingly, some of you managed to completely ignore the soak zone mechanics on True Challenge difficulty (wow!). I’ve rebalanced the encounter to close this exploit, you actually have to do the mechanics now. I also overhauled the healing system (no more clunky target-clicking) and added new animations and audio cues to make combat feel more responsive.The Second Boss: The Boar SentinelThe Boar Sentinel is currently in playtesting. If the first boss was a basic mechanics check, this one is a massive difficulty spike. It demands strict positioning, multitasking, and tight execution to beat the enrage timer.To make this work, I divided the arena into distinct zones. Your positioning directly alters the flow of the fight: standing in specific areas grants unique buffs (like extreme cooldown reduction or damage amplification), but comes with a punishing stacking DoT. The boss also uses different abilities depending on where you are. For True Challenge difficulty, I went further and made a completely new mechanic - a memory game that disrupts the fight's flow. I put a heavy emphasis on arena lighting to ensure zone boundaries are clear. Initial idea for Memory Puzzle:3. Talents & Player Progression To give player more variety in how to reach the required DPS check, I’ve implemented a Talent System. You can now tweak your build to alter your gameplay loop and find something that fits your playstyle.4. Settings, Ultrawide Support & DPS Tracker I rebuilt the main menu to include a proper Settings tab (Window/Fullscreen, VSync, Volume controls). I’ve also optimized the UI for ultra-wide monitors (21:9, 32:9) and 16:10 aspect ratios. It shouldn’t break anymore, but let me know if you s...
    Read full article on Community Announcements (alterhead)
  • AnnouncementsOfficial

    I've spent the last 2.5 months learning gamedev and building PigPonyPocalypse

    Hey everyone! I used to be a semi-hardcore WoW raider in 2015-2016, but as I got older, I just couldn't commit to the strict schedules and grinding anymore. However, I still craved that specific type of gameplay: executing complex mechanics, strategy planning, soaking zones, figuring out what to do with debuffs, etc. - but I wanted it as a pure solo experience.For the last 5-6 years, I’ve been dreaming of making my own game to capture that feeling of progressing the highest difficulty raid, but combining learning gamedev with a full-time job was impossible for me. So 2.5 months ago, I decided to dedicate a year to solo development.The first thing I did was put my vision on paper: core concept (MMO-style boss fights, where interesting mechanics are more important than reactive bullet hell gameplay, tactics over speed)gameplay loop (learn boss -> defeat -> unlock harder version)and the emotions (overcoming, tension, solving problems) I want my game to give to players.Next came the setting. I wanted it to be completely opposite to the stressful gameplay. Also, I knew that in the process of development I would be looking at my visuals 24/7. And I always liked ponies. And pigs. So the choice was kind of a no-brainer for me - cute ponies vs. evil pigs with a metal soundtrack.With the concept ready, I moved to learning Unity and C#, and honestly, at the beginning it was tough. I spent numerous hours trying to understand OOP concepts (like what should be protected/abstract static/virtual (???) void Something). On top of that, my school knowledge of vectors and trigonometry was kind of rusty, so I invested some time in that too.After about 3 weeks, I made a simple combat prototype with a green square player shooting moving orange enemy squares and an EVIL triangle boss. At this time it clicked that I really can develop something close to my vision, because at the start I was not confident in my learning skills towards coding.So after that, I designed my first boss fight with...
    Read full article on Community Announcements (alterhead)

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