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Watch trailer on Steam ↗Smashteroids
Switchback · Published by Switchback · Official site ↗
Last updated 29 Sept 2026
Smashteroids is a neon arcade shooter-roguelite. Blast and dodge relentless swarms of glowing enemies, cash your kills in a shop between waves, and stack absurd upgrades across 20+ unique ships. Push each run deeper through hazard-strewn planets until a screen-filling boss stands in your way.
Action, Indie, Casual · 2027 · More free games
About this game
Seven worlds have gone dark. Command stopped giving orders and started posting prices. All that’s left is your ship, a hangar full of hulls, and a long trail of exploding rocks between you and a dying star.
Smashteroids is a neon arcade roguelite shooter inspired by Geometry Wars where every run is a fight to turn a fragile little ship into a screen-filling storm of firepower. Blast through swarms of glowing enemies, turn your kills into credits at the shop inspired by Brotato, and stack absurd upgrades until the whole screen bends to your build inspired by Risk of Rain 2. Then a boss arrives to take it all back.
Key features
Fast neon arcade action — heavy CRT bloom, chromatic aberration, and thousands of enemies on screen
Deep roguelite builds — 150+ stackable items, procs, and projectile mods that snowball out of control.
20+ distinct ships, each with its own active ability and signature mechanic — plus 100+ unlockable colour palettes.
30+ enemy types to shred, from cannon-fodder chasers to punishing elites.
18+ handcrafted bosses — multi-phase, telegraphed set-piece fights, one guarding every planet.
A branching star-map campaign across dozens of biomes, with world hazards and reward shrines.
Persistent progression — an unlock board, a self-filling Starlog bestiary, and up to three pilot profiles.
A snarky, arcade-first attitude — fun first, grim never.
Survive the swarm
Waves of enemies pour in, each one a glowing vector silhouette against near-black space. They keep the pressure on: fast chasers, weaving flocks, charging rammers, enemies that split into broods, and elites that punish a lazy dodge. Weave through them, shred them for credits, and stay alive long enough to reach the shop.
Colour is your warning. A single-colour enemy is simple. A full palette means it wants you dead.
Build a ridiculous run
Command posts prices, and you pay in dead enemies. Between stages, cash in your kills for game-warping items: chain lightning, ricochet rounds, orbiting drones, piercing volleys, and more from a pool of over 150 power-ups.
Fly 20+ distinct ships
Each ship offers its own way to play, pairing a unique active ability with a signature item. Command a drone carrier, a close-range scattergun brawler, a ricochet gunship, a necromancer that raises the dead, a momentum-driven rammer, a gambler that lives and dies on critical hits, or a poverty-scaling hull that gets meaner the more broke you are.
Unlock new hulls, learn their kits, and dress each one in a colour palette from a wardrobe of more than 100.
Face hand-crafted bosses
If the swarm is the pressure, the bosses are the payoff. Every planet ends with a purpose-built, multi-phase guardian with its own telegraphs, attack patterns, and escalating acts.
Read the advance of a marching wall. Thread the beams of a sweeping lighthouse. Ride the pull of a gravity well. Outmanoeuvre a clock-bending duelist. Hunt down a foe that keeps vanishing.
Defeating a boss for the first time unlocks a new boss-flavoured item to carry into future runs.
Chase the unlocks
Progress sticks. A challenge-driven unlock board tracks the ships, epic items, boss trophies, and colour palettes you’re working towards.
The Starlog fills itself in as you play: a bestiary of every enemy and boss, redacted and scrambled until you meet them face to face, plus lifetime statistics for everything you’ve killed, bought, and died to.
Keep up to three separate pilot profiles, each with its own progress.
Chart your own campaign
Chase the blackout across a branching star map, choosing your route one planet at a time. Explore ocean moons, lava fields, gas giants, and dozens of other biomes, each with its own hazards and reward shrines.
Every route leads towards the Coronach, the dying star at the end of it all. Every ship carries its own pilot’s story into the dark.
Wishlist Smashteroids now.
Smash rocks. Smash everything else. Smashteroids.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Dual-core 2.0 GHz
- Memory: 2048 MB RAM
- Graphics: Vulkan 1.0 compatible GPU, 1 GB VRAM (e.g. Intel HD 500 / GeForce GTX 600 series)
- Storage: 250 MB available space
- Sound Card: Any
- Additional Notes: Requires a GPU with Vulkan support.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 (64-bit)
- Processor: Quad-core 3.0 GHz
- Memory: 4096 MB RAM
- Graphics: Dedicated GPU with Vulkan 1.2 support, 2 GB VRAM
- Storage: 250 MB available space
- Sound Card: Any
Supported Languages
Latest news
AnnouncementsOfficial
Demo 0.4.0 — Eye of the Storm, heal pods, the Clinker, 40 routes
Eye of the StormA new hazard. Every so often a storm sweeps the whole field, and everything outside one drifting green circle takes damage until it passes. You get a warning first, and an arrow points to the circle when it's off screen. It's the first hazard that tells you where to go instead of where not to stand. Healing on the fieldHeal pods: while your ship is hurt, enemies sometimes drop a small green cross. Fly over it to heal 5% of your health. At most two lie on the field at once, and after you take one, no new pod drops for a few seconds. They don't drop in boss fights.Repair Bay, a new planet perk: when your health drops below half, a repair kit warps in near you. Fly over it to instantly heal 40% of your health. One per stage, boss fights included.Both are logged in the Starlog.New mini-boss: the ClinkerShooting it heats it up. Once it glows red it always finishes the job: it locks a lane onto where you're heading, lunges there and explodes around itself. Ignore it for 7 seconds and it lights itself. While it waits it sheds small Spalls that chase you. Planet 3 now sends exactly one mini-boss pack, never two at once and never one after another. Two new itemsHeadhunter: everything you fire deals 20% more damage to elites and mini-bosses, at a small cost to move speed. One per run. Bosses are not affected.Triage: heal pods drop 50% more often and heal 50% more, at a small cost to attack speed. It stacks. There are still never more than two pods on the field.Mini-bosses in EndlessMini-bosses now come to Endless and Daily. The first arrives at 2:30, then they come more and more often, one every 40 seconds by 15 minutes in. From 10 minutes two can arrive at once. Every mini-boss shows up once before any repeats. Ships and bossesThe starter ship now flies with a half-power wingman drone from the start. Its luck gain per stage drops from 7% to 5%.The Palimpsest lifts its pen between strokes in its first two phases, which is your window to shoot back. Its pull to...Read full article on Community Announcements (Switchback)AnnouncementsOfficial
Demo 0.3.0 — mini-bosses, three new bosses, sixteen new items, a radio
Mini-bossesPlanet 3 stages now spawn mini-bosses. A mini-boss is a large elite with its own health bar that arrives during a stage. When it arrives, most of the enemies on screen are cleared out. Killing it pays a gold bounty. A stage can get one, two, or none. There are twelve, and a stage never spawns the same one twice. Torc: two bodies that orbit each other and take turns dashing at you.Trident: three bodies in a line. They aim, show their charge lanes, then charge one after another.Anvil: a block that stays put while its hammer swings at you. Kill the block first and the hammer bounces loose around the arena.Crux: teleports in, fires a spinning X of beams across the arena, then teleports away.Bagatelle: bounces off the walls like a pinball. Every wall hit fires a ring of shots.Bombard: keeps its distance and fires mortars at you.Rondel: three bodies in a ring that close in on you at once. Escape through the gaps.Tumulus: burrows underground. A marker moves toward you, then it erupts and knocks you back.Scissor: two blades that charge at the same time from two sides.Lantern: turns the screen dark for a few seconds and plants mines while you can't see.Revenant: follows your flight path and lunges at where you just were.Bellows: blows a cone of wind that pushes you toward the wall while firing into it. Move out of the cone sideways.Mini-bosses can't outrun you. They wait a couple of seconds after arriving before attacking. One that arrives late in a stage has less health, so it can still be killed before the timer ends. Three new bossesPlanets 2 and 3 have three new bosses. Each one is a giant version of an enemy from the last update. The Astrolabe is a huge Radian. It draws a big arc on the ground, then sweeps through it. Between sweeps it fires beams across the arena. In its final phase its Radian escorts spread around the arena and fire beams between each other. The Mosaic is a huge Tessera. The arena becomes a grid. Rows and columns of tiles light up and then ...Read full article on Community Announcements (Switchback)AnnouncementsOfficial
Demo 0.2.0 — five new enemies, meaner bosses, smarter gold
The bestiary just grewFive new hostiles now roam the three demo planets. The Cursive carves flowing patterns straight through your dodge lane. The Tessera teleports along an invisible grid, so it's never where you last saw it. The Radian hops in sweeping compass arcs. The Saltire drifts in lazily, then bursts bullets in a big X. And on planet 3, look up: the Perseid is a meteor you cannot shoot, streaking across the screen aimed at where you're about to be. Keep moving. Dead shooters shoot backEvery projectile enemy now fires one last volley the moment it dies. Killing a gunner early still pays, but it's no longer free. Check your angles. Area damage means it nowGas, blast zones and boss attack fields hit about 2.5× harder from the very first tick. Standing in the bad stuff was always a mistake. Now it's an expensive one. BossesTwo bugs that let curse and thrall builds melt the Murmuration in seconds are gone. Planet 2 and 3 bosses now start with a bit of armour, so a strong build has to actually fight them. Gold that rewards comebacksEvery stage clear now pays a small bonus that's biggest when you're broke and shrinks as you get rich, so a rough start isn't a lost run. Flat kill gold thins once you're sitting on a pile, so late-run banks stop ballooning. Shop prices climb about 15% less over a run. ItemsBullet speed now grows a little with attack speed and can never drop below 60% of your ship's base. The pile of "minus bullet speed" downsides has been spread onto luck, crit and pickup range instead, and three new items help you recover bullet speed, luck and magnet range. Waves and hazardsOpening stages are fuller.Nettle packs spread out instead of stacking in one heap.The Cordon no longer drops cage after cage on top of you.Enemies off screen can't be killed and don't pay gold, so the fight is what's in front of you.Magnetic Storms surge half as often.The Siege hazard no longer piles Sentinels on top of its own turrets. Quality of lifeThe star map now shows each ...Read full article on Community Announcements (Switchback)






