
Screenshots

Watch trailer on Steam ↗Swarmslam
joffarex · Published by joffarex
Last updated 28 Sept 2026
Watch a swarm of tiny slammers hurl themselves at a planet and mine it till it breaks, then feed that ore to THE VOID to make your swarm bigger and faster. SLAM, CRACK, REPEAT
Indie, Simulation, Strategy, Casual · 2026 · More free games
About this game
Swarmslam is an idle incremental game about a swarm that smashes planets, cracks their core and moves on.
You don't control them, you just give them directions, give them more power and watch ore fly left and right.
Gather more power by cracking planets over and over again, invest ore to get otherworldly powers and become stronger, more efficient, until you satisfy THE VOID.
Lots of planets, lots of ore, sinks, skill tree, ...COREBREAK prestige, ...even trading?.. and more.
SLAM. CRACK. REPEAT.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10, 11 64-bit+
- Processor: Dual-core 1.5 GHz
- Memory: 1 GB RAM
- Graphics: DirectX 12 or Vulkan compatible, 512MB VRAM
- Storage: 50 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Swarmslam Demo v0.3.3 - Prepping for Playtest
So this wont be as big of an update as last few. Just few cleanups here and there. SKILL TREEBuild Loadouts got some QoL changesNow you can give your loadouts a name. You will start with a single loadout and will have ability to add or remove further loadoutsOne major balance change/reworkMotherlode's Favor - remember how i fixed it last patch? Yeah it caused insane numbers to accumulate with late-game builds for game time which was definitely not intended. Therefore I have decided to rework it to what its used to do, as in it grants time on the motherlode break, not on each hit. Increased number from 0.01s back to 0.02s KEYBOARDThus far there were few keyboard navigation available here and there in the game. Nothing major but it was not consistent across different screens. Well now it is consistent and. Major features include: Tab-cycling in navigation, +/- for zoom, ESC key now working properlyLINUXA small update for linux enjoyers, now game is built in the steam's native sniper 3.0 runtime, This does not mean much but still. Note that the update for you with this patch might be a bit larger. Closing thoughts: This will 99% be last patch before Playtest, unless there is another Motherlode incident happening. See ya soon.Read full article on Community Announcements (joffarex)Patch NotesOfficial
Swarmslam Demo v0.3.2 - Build Variety
With more and more people playing the demo, the awesome people on Discord started suggesting ideas and features that would make the whole game feel much better. See, before this update there was no real notion of a "build" in the game. If you wanted to switch from dealing damage to farming ore, you had to manually go and remove all the COREBREAKs and put them in different places, every single time. That is the core focus of this patch - build variety QoL, if you want to call it that.SAVE FILESThe game now has 4 save file slots.The save file you had before this update naturally becomes slot I.Exporting, importing and deleting save files moved from the Settings screen to the save file selection screen, which now opens when you click PLAY in the main menu.SKILL TREEBuild Loadouts - once The Mirror is open, loadout slots appear in the bottom right corner of the screen. Each loadout stores your COREBREAK placement and each skill's enabled/disabled status, so one loadout covers both the skill tree and The Mirror.Search - with loadouts you might start thinking about builds a bit more, and hunting for nodes by hand gets annoying, so you can now search skill tree nodes by name or description (Ctrl+F, or click the search box in the bottom left corner). Matching nodes are highlighted on the tree.A few nodes have been fixed and updatedRarity Resonance - it was effectively doing nothing: a proc paid one flat ore, which was invisible next to yield-boosted payouts. A proc now pays the rarer ore's full node payout, yield bonus included.Motherlode's Favor - fixed an issue where the time bonus was only added when a motherlode broke instead of on every hit, as described. To compensate, it is now 0.02s -> 0.01s per level.Small visual changes and improvementsThe +1 / -1 COREBREAK placement buttons can now be held to repeat. Also fixed these buttons drawing on top of other UI elements, like an opened STATS view.UIDuring mining, the damage panel now shows a SUM row, for both DPS and Total...Read full article on Community Announcements (joffarex)Patch NotesOfficial
Swarmslam Demo v0.3.1 - Fixing damage
A follow-up update to 0.3.0, trying to tie lose ends and also explore a bit more areas. SKILL TREEBlack Flash has been fixed. it used to overwrite slammer crit, so the moment you'd get crit damage more than 4x (which was Black Flash's default multiplier), Black Flash was basically becoming useless. This was not intentional, Black Flash was always supposed to roll on top of crit. So now it does that, and because now it does that, it's multiplier has been reduced from 4x -> 2.5x as it scales by default with crit damage. Few skills that make slammers go faster have been modified to not be corebreak-able and numbers have been tweakedHair Trigger: -30% -> -25% wait time between slams per levelQuick Recovery: -40% -> -30% side slam wind-up per levelDecay Dampen: -0.25 -> -0.2 damage lost per chained break per levelSwift Slammers and Swift Collectors: Fixed a behaviour where beyond certain number the bonus given was game's internal engine tick count capped.Wide Slam's behaviour has been made more consistentQuakes QoL - Normalised some explanation and keywords of QuakesQuakes now behave more consistentlyAftershocks have been renamed to Foreshocks and its description has been updated to make more sense Introduced now new Aftershocks with a new effect - +1 extra Quake from the same pressure per levelResonant Shock has been renamed to ShockblastStatic Discharge has been renamed to Quake ConductionChain Lightning has also had a min-reworkBase Lightning damage has been increased from 3 -> 5Storm Voltage damage has been increased from 1 -> 4 per levelNew node introduced: Lightning Calibration - +40% of slam damage folded into arc damage per level. Previously Chain Lightning was doing this silently by default. This has been removed, hence prompting buffs to earlier Lightning nodes, but introducing this node to give back the optionOverload description updated to make it more clear what it doesSTATSStats panel has been reworked for the damage-related containers. Now they display pro...Read full article on Community Announcements (joffarex)AnnouncementsOfficial
Swarmslam Release Date & Playtest Announcement
THE TIME HAS COMEAll right, its time. Swarmslam will officially release on November 5th, 2026. It will launch with many, many more gameplay systems and you will hear more about it in upcoming weeks. PriceThe game will cost $5.99, with regional adjustments and will launch with -30% discount for a week, making it available under $5 for the duration on release. PlaytestWith all of these comes a week long playtest as well. Between September 21st to September 28th, I will be running open playtest for the game that will include more than what the demo offers, however, please join the playtest with an intent to provide proper feedback. In order to sign up, please join discord at https://discord.gg/4eJqHFN6T4 and follow instructions in #playtest-signup channelCrazy times.. I love you all who gave my game a chance! Best Regards to you all!Read full article on Community Announcements (joffarex)AnnouncementsOfficial
Swarmslam Demo v0.3.0 - QoL and New Ideas
It's been around a month since last update and for the entirety of the month I've been trying to put the game in its complete shape. I am glad to say that I think at the moment it is in its final shape from the core POV. This month we have also hit 7300 wishlists... and I have still no words. Usually if you are in indie games world, you'd hear this magical number of 7000 wishlists being said left and right as a measure to know when the game is ready to be released and, well, in just few days shy of two months since demo release, i've hit that milestone. So thank you all for this! I will go over the changes categorically, and while it is pretty big update, a very big part of my work was done on code architecture and internal systems that you simply can't see in the game, which allows me to integrate more and more game systems, that, well, are not available in demo (but will be present in full game). Change listAdded Motherlodes - bigger clustered chunks of ore in the mine. Can be unlocked from skill tree. They give more ore rewards and can taunt slammers towards themRebalanced mine node, strip and core health and implemented tier-based scalingReworked Quakes once again.. I will be honest this skill has been the most difficult for me to figure out. I am so far happy with its current shape, however I will be monitoring feedback about it more closely so I can hopefully and finally get it to its final shape Rebalanced COREBREAK Sink ore values. Before some later ores had insane value to themselves that would cause very easy acquisition of COREBREAKs with very low amount of ore. Skill tree pricing has been completely updated. Lots of things cost differently now than they did before. Some things became expensive, some things became cheaper, etc. Now progression should feel much smootherIntroducing THE MIRROR - a semi-skill tree that gets unlocked after The Fracture(basically the end of the demo) that increases COREBREAK limit on each skill to 7, allows you to remove them f...Read full article on Community Announcements (joffarex)






