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Vectorfall

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Vectorfall

Nubgamerz · Published by Nubgamerz

Last updated 23 Sept 2026

Vectorfall is a fast top-down space-shooter extraction roguelite built around risky sector runs. Swap between six ships mid-fight, raid hostile signals, break the Command Node, and extract your modules before Alert brings the patrols down on you.

Free to PlayComing SoonDJCTQ 6MultiplayerFull Controller Support

Free

View on Steam

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

Action, Early Access · More free games

About this game

BREAK THE SECTOR. GET YOUR CARGO HOME.

Vectorfall drops you into hostile space with an armed ship, a Fleet waiting on Hot Swap, a scanner full of unknown signals, and a cargo hold that only matters if you make it back.

You decide how greedy the run gets. Scan contacts, enter mission pockets, strip them for gear, hunt the Command Node, then make for an extraction gate while rising Alert sends harder patrols after you.

Die and you’ll recover only a fraction of the haul. Extract successfully and your recovered modules, materials, booster packs, Signal Tokens and credits feed permanent progression.

SIX SHIPS, ONE FLEET

Every ship fights differently.

  • Pulse Interceptor tears across the battlefield with Vector Shift.

  • Sentinel projects a directional barrier and holds ground under heavy fire.

  • Ghost phases through danger before returning with a violent re-entry.

  • Valkyrie Railwing freezes time, lines up its shots and releases them together.

  • Corsair Scatterback turns speed, armour and direct contact into a weapon.

  • Oracle Droneframe commands an armed drone network backed by its Mosquito Screen.

Hot Swap doesn’t reset the fight. Each ship keeps its own hull, shields, energy, cooldowns and ability state, so choosing another frame can save a run or throw a damaged ship straight into worse trouble.

BUILDS THAT CHANGE WHAT A HIT DOES

Permanent modules alter weapons, movement, defences, drones and ship resources. Each module can carry rolled affixes, specialised tag modifiers or circuits that connect one combat effect to another.

Every ship also has its own Ability Matrix. Spend permanent points to reshape its Core Ability, open alternate branches and build Fleet handoffs that trigger when another ship deploys.

Cards bend each run further. Turn projectile hits into Scorch, burst that Scorch on expiry, pull survivors into the next blast, then pass a modifier to the ship coming through Hot Swap.

Back at command, lock the hardware you want to keep, salvage the junk, reroll affixes or feed spare modules into the Forge.

A SECTOR THAT GETS ANGRIER

Blue Drift, Toxic Wrecks, Radiation Halo and Solar Forge each bring their own enemies, hazards, storm effects, named merchants and Commander fight.

Combat isn’t the only job. Hold unstable ground, crack data sites, escort damaged ships, raid vaults, recover black boxes, salvage wreck fields, stabilise reactors or defend a deployed jamming beacon.

Alert rises as you scan and clear contacts. Patrols grow more dangerous, extraction takes longer, and getting caught can trigger an ambush or force an Extraction Breakout. Stabilised sectors open E1–E10 difficulty levels with tougher enemies, heavier pressure, extra combat rules and better rewards.

OTHER PILOTS, TURNED INTO TROUBLE

The optional Rival Network uses Steam records to create asynchronous encounters based on other pilots and their builds. Hunt hostile echoes, compare Threat records, pin valuable intel and settle vendettas against enemies that ended another player’s run.

This isn’t live PvP, and the main game works offline.

EARLY ACCESS

Vectorfall is in Early Access. You can play the full extraction loop, unlock all six ships, create permanent builds, complete daily and weekly contracts, progress through four sectors and use the optional Rival Network now.

Balance, mission variety and late-game progression will keep changing during development. Some presentation also remains under active work.

Vectorfall supports keyboard and mouse, gamepads, remappable controls and adjustable text readability.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-6500 or AMD Ryzen 3 1200
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GTX 1050 Ti 4 GB or AMD RX 560 4 GB
  • Network: Broadband Internet connection
  • Storage: 2 GB available space
  • Additional Notes: 64-bit processor and operating system required

Recommended

Recommended:
  • OS: Windows 11 64-bit
  • Processor: Intel Core i5-9600K or AMD Ryzen 5 3600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 1660 6 GB or AMD RX 590 8 GB
  • Network: Broadband Internet connection
  • Storage: 2 GB available space
  • Additional Notes: 64-bit processor and operating system required

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Store Page Live - Wishlist Today!

    Wishlist Now Available That's right pilots, the game is now available to wishlist on Steam! FAQ Why can I see game updates when it's not available? Right now, we have a small handful of F&F (Friends and Family) testers of the game providing extremely valuable data such as log files, as well as feedback into the systems and balance. These update notes are not only for them, but to provide anyone who wishlists the game the full transparency of the development process, what we're changing and why we're changing it. This will give you the context around decisions made. When will EA be available? Unknown at this time, but soon (tm). The game is in a good spot, but there's a lot of work that needs to be done before opening it up to the wider public. Will you have playtests? Perhaps. If we feel the need that we need to test specific instances at scale, then a playtest is definitely an option! Stay tuned. Will there be a demo? That is a goal, yes. Though it's not decided exactly what would be in the demo at this time. Will the game be on any other platforms? There's no plans for other platforms. The Rival Network implementation is very dependent on the Steamworks backend for it to function correctly. Wait... Steamworks backend? The game requires online connectivity? No!, not at all. The rival network is an optional engagement. The game is fully playable offline. Will the game work on handhelds? Handheld support is most certainly on the roadmap. While it's been tested on both Windows and Linux handhelds, there needs to be further optimisations done. Linux handhelds? The game supports Linux? Yes! Native Linux build will be available at EA launch. We will support both Windows and Linux (no proton required either)! If you have any other questions, feel free to drop a comment in the forums, or join the discord
    Read full article on Community Announcements (Flappers)
  • AnnouncementsOfficial

    Transmission // v0.7.6 — COMBAT RECALIBRATION

    Pilots, Version 0.7.6 rebuilds Vectorfall’s damage model, changes how enemies react to damage types, increases loot drops and gives shield pylons some much-needed visual attention. It also creates automatic save backups. Because trusting one copy of anything is optimistic. DAMAGE MODEL REWORK Flat damage values are gone. Damage now uses a percentage-based system, allowing player output to scale dynamically as empowered sectors grow more dangerous. Percentage-Based Damage replaces the previous flat-number calculations. Empowered Sector Scaling now adjusts player damage as sector difficulty rises. Focused Builds Pay Off more clearly during the mid and late game. High-End Enemy Health no longer needs to inflate into the absurd just to survive contact with a functional build. Health and damage don’t scale at a strict 1:1 ratio; that would trade one problem for another. Strong builds should still feel strong, while weak ones will have fewer places to hide. VULNERABILITIES & RESISTANCES Enemy types now carry their own resistance and vulnerability profiles. Damage tags gained through Ability Matrices, Cards and Modules will determine how effectively each ship handles a target. Some enemies will shrug off certain damage types. Others will regret meeting them. Fleet swapping now has a larger role during sector runs; if your current ship struggles against a particular enemy group, switching to a better damage profile may save you several minutes of stubbornness. MORE LOOT. MORE FORGE FUEL. The Forge needs unwanted equipment to turn into higher-tier items, so missions now provide far more material to work with. Every completed mission now awards an item. Enemies have a significantly higher base chance to drop Modules. You should spend less time waiting for useful Forge material and more time deciding what deserves to go into it. SHIELD PYLON UPGRADES Shield pylons now use clearer visual effects, making it easier to identify when an objective protects nearby enemies. Blue Drift...
    Read full article on Community Announcements (Flappers)
  • AnnouncementsOfficial

    Blog - Reworking the Damage Model

    Pilots,This is your friendly in-game AI companion handing off this post to our developer who would like to address you directly. Be kind, he created me.The Damage Scaling ProblemThanks AI companion whom I haven't given a name to yet...Anyway, let's cut to the chase. The game in it's current state has a damage problem, which is evident towards later sectors and empowerment runs.While I wanted this game to be challenging, I don't want the game to be impossible. So I had to think about how we can approach the distribution of damage (both given and received), how we can scale difficulty without it being a complete bullet sponge and players getting completely overrun with reinforcements because the damage output just isn't there.What I found was that, with an unlocked end-game build (I'm talking like, everything unlocked and available, T5 modules, full ability matrix and all cards available), the game became increasingly difficult especially towards the late empowerment tiers, to the point where even E10 was completely impossible to beat due to the health scaling of enemies.The above graph is a representation of how it currently is across empowered sectors.The blue line is a representation of the base damage of a ship. (note that these numbers are not real, they are just a visualisation of how it is currently setup in game).Initially the idea was to get cards and modules to boost the damage output. But with the way the modules and card systems work, it was increasingly difficult to get enough damage while also selecting cards to enhance survivability.Couple this with the spawn pressure of enemies, and especially in later empowerment tiers where we have support role enemies buffing other enemies and the likes... with objectives having more health... it was just a kite-fest until you're eventually destroyed or just give up because you can't kill anything.This is how the game currently stands. And it's not in a good spot.The Solution (In development)You may remember that in...
    Read full article on Community Announcements (Flappers)
  • Patch NotesOfficial

    v0.7.54 - Bugs and Balance

    Balance UpdateGhost Increased base projectile damage (9 -> 12)Added Scorch to projectiles as ship default (15% of Base)Ghost is a challenging ship to play, but it's overall power was lacking compared with others making the hit and run playstyle unfun. This change will provide more firepower, allowing stronger hit and run tactics for the energy rates that it burns.Corsair ScatterbackIncreased Projectile Speed (720 -> 900)Increased Projectile Lifetime (0.42 -> 0.55)Increased Falloff Start Range (70 -> 90)Increased Falloff End Range (245 -> 360)Increased Far Damage Multiplier (0.42 -> 0.60)The Corsair had a similar problem to the Ghost. It's designed to be upfront and personal with enemies, but that came at too much of a price with enemies being further away. Increasing the projectile effects at further away targets allows the Corsair to still do strong damage up front, but that range has increased to allow a more forgiving playstyleOracle DroneframeThe Oracle's base skill to replenish a drone after each fight to the soft cap is now fleet wide. Simply Unlocking the Oracle gives your entire fleet the ability to replenish a drone automatically up to your base + boosted maximumThe Oracle's position in the fleet is a strong one, and this feels more at home with the behaviour of what the ship should contribute towards the fleet. Depending on feedback, more fleet wide skills may come later on.BugfixesFixed missing ToolTip Hover on Equipped Modules in the Loadout PageDrones will no longer disappear when swapping ships in the fleet during a matchIf Oracle is using 2 drones, and is swapped, the first drone will survive. Swapping back to Oracle will resume the 2nd drone.Fixed a rare crash during the Toxic Wrecks map when being invaded by a network signal
    Read full article on Community Announcements (Flappers)
  • Patch NotesOfficial

    v0.7.53 - Achievements Update

    Achievements UpdateAdded 13 more achievementsUpdated all graphics for achievements
    Read full article on Community Announcements (Flappers)

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