
Screenshots

Watch trailer on Steam ↗NEONFALL
VOIDBLOOM · Published by VOIDBLOOM
1 user reviews — 100% positive (1 reviews)
Last updated 28 Sept 2026
A neon twin-stick roguelite about descending a flooding tower. Grapple, dash and bullet-time through 30 procedural floors, spend enemy-dropped chips on weapons and upgrades, and fight a multi-phase boss every fifth floor. Seven run types, four difficulties, two-player online co-op.
Action, Indie, Early Access, Casual · More free games
About this game
DESCEND. RECLAIM. REPEAT.
The tower is flooding from the bottom up, and everything inside it wants you gone. NEONFALL is a top-down twin-stick roguelite: you fight your way down floor by floor, and every floor you clear is one the water takes behind you. Die and you start over at the top — but the weapons you learn and the routes you remember are yours to keep.
MOVE LIKE YOU MEAN IT
Movement is the weapon. Every run gives you the full kit from the first floor:
Grapple — fire a hook at any wall and rip yourself across the room.
Dash — a short burst of invulnerability straight through a bullet.
Focus — build a meter by killing, spend it to slow the world to a crawl while you keep aiming at full speed.
Combo scoring — chain kills inside the window to raise your multiplier. Stop shooting and it decays.
SEVEN WEAPONS, EIGHT UPGRADES, THREE POWERS
Chips drop from everything you kill. Between floors you spend them:
Weapons — Pistol, SMG, Saw-off, Plasma, Railgun, Vector and Howitzer. Each has its own magazine, fire rate, spread and pierce; the Railgun punches through six targets, the Saw-off throws eight pellets at once.
Run upgrades — pick from STEEL LUNGS (+30 max HP, full heal), LONGREACH (grapple 50% longer), OVERCHARGE (+30% damage), TIME SINK (bullet-time lasts 50% longer), WET REPAIR (regen 1 HP/sec), QUICKSILVER (+20% move speed), LEECH PROTOCOL (+1 HP per kill) and TRACTOR FIELD (+75% chip pickup radius).
Consumable powers — OVERLOAD BURST detonates a shockwave around you, TEMPORAL DILATION drops the world to 25% speed for three seconds, and EMERGENCY PATCH restores 50 HP instantly. Three slots, used when you need them most.
A BOSS EVERY FIFTH FLOOR
Five hand-built multi-phase bosses guard the descent, each with its own arena and attack script — a rotating laser fan, a cryo bloom that freezes the floor, a meteor barrage, a void collapse. They change behaviour as their health drops. You do not out-DPS them; you learn them.
SEVEN WAYS TO RUN IT
TOWER — the main campaign, 30 floors.
LAVA — 18 floors, standing still burns you.
MALL — 15 floors of open retail sightlines.
NIGHT — 13 floors with visibility against you.
CRYO — 12 floors of ice and drones.
HELL — 10 floors, no mercy.
CO-OP — 10 floors built for two.
Four difficulties — EASY, NORMAL, HARD and NIGHTMARE — scale enemy health, damage, spawn counts and chip drops independently, so NIGHTMARE is genuinely a different fight rather than a bigger health bar.
TWO-PLAYER ONLINE CO-OP
Invite a friend straight through Steam and descend together. You share the same procedurally generated floor, revive each other when one of you goes down, and split the chips. Built on Steam's peer-to-peer networking — no server browser, no port forwarding, just an invite.
ORIGINAL SYNTHWAVE SOUNDTRACK
Seven original tracks, one per biome, that shift with what is happening on screen — the mix rises when a room turns hostile and drops away when you clear it. The full soundtrack is included with the game.
WHAT'S IN THE BOX
7 run types across 7 biomes
5 multi-phase bosses
7 weapons, 8 run upgrades, 3 consumable powers
4 enemy archetypes plus biome-specific variants
4 difficulty levels
Two-player online co-op over Steam
Steam Cloud saves and 10 Steam achievements
Full controller support and remappable keys
Guided tutorial
Original 7-track synthwave soundtrack, one per biome
EARLY ACCESS
NEONFALL is playable end to end today — every mode, boss, weapon and upgrade listed above is in the build you are buying. Early Access is about tuning: balance passes, more biome variants, and quality-of-life driven by what players actually report.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3-4150 / AMD FX-4300 or equivalent
- Memory: 1000 MB RAM
- Graphics: Intel HD Graphics 4400 / NVIDIA GeForce GT 730 / AMD Radeon HD 7570 (1 GB VRAM)
- Sound Card: Any DirectX-compatible sound card
- Additional Notes: Co-op requires Steam account. Controller support via Steam Input.
Recommended
- OS: Windows 10/11 (64-bit)
- Processor: Intel Core i5-7400 / AMD Ryzen 3 1300X or better
- Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (2 GB VRAM)
- Sound Card: Any DirectX-compatible sound card
- Additional Notes: 4-player online co-op requires stable broadband. 60 FPS at 1080p.
Supported Languages
Latest news
Patch NotesOfficial
v2.3.0
The tower got deeper, brighter, and considerably less broken. The tower has a bottom now Everything outside a room used to be pure black — on a widescreen monitor that was roughly a fifth of every frame, ending in a hard straight edge where the level simply stopped. The shaft around you is now actually there: a parallax lattice that slides as you move, drifting motes, strata plates receding into the dark, all tinted to the biome you are in. You can see the floor you are standing on Measured on a real capture, the ground in the TOWER campaign was sitting at about 4% brightness — on anything but a pitch-dark room it was indistinguishable from the void around it. Floors, walls and their edges have been lifted and re-balanced so the play space reads as a space. Fixed: the game could get stuck in slow motion forever This is the big one. Killing an enemy triggered a short freeze for impact — but the code that restored normal speed lived on the enemy, and the enemy deleted itself on the same frame. The restore never ran. From that kill on, the entire session ran at a twentieth speed until you restarted. Time is now owned by a single system that can't lose track of it: a kill freeze can no longer strand the clock, whatever dies a kill during Focus no longer cancels Focus (and vice versa) closing the weapon wheel no longer kills an active TEMPORAL DILATION pausing runs menus at full speed instead of in slow motion the clock is re-asserted every frame — a stray write costs one frame, not your run Also fixed Quitting to the menu during an enemy turn in tactics mode no longer resumes the turn on a dead board An enemy attack can no longer land on a board you already left Boss spread-fire is guarded against a NaN direction edge case Cloud save probing degrades gracefully instead of raising a script error For bug reports Press ` (or ~ / F1) to open the console. New command: time tells you exactly what is holding the game clock, and time reset releases it. If the game ever feels wr...Read full article on Community Announcements (CREDESASQ)






